#include "movegen.h"
+// Simple macro to wrap a very common while loop, no facny, no flexibility,
+// hardcoded list name 'mlist' and from square 'from'.
+#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
////
//// Local definitions
namespace {
- struct PawnParams {
- Bitboard Rank3BB, Rank8BB;
- Rank RANK_8;
- SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
- Color us, them;
- };
- 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 };
+ // Function
+ MoveStack* generate_castle_moves(const Position&, MoveStack*);
- int generate_castle_moves(const Position&, MoveStack*);
+ // Template generate_pawn_captures() with specializations
+ template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
template<Color>
- int generate_pawn_captures(const Position&, MoveStack*);
+ inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+
+ // Template generate_pawn_noncaptures() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
template<Color>
- int generate_pawn_noncaptures(const Position&, MoveStack*);
+ inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+ // Template generate_pawn_blocking_evasions() with specializations
+ template<Color Us, Rank, Bitboard, SquareDelta>
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist);
template<Color>
- int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
+ }
+
+ // Template generate_pawn_checks() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta>
+ MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
+ }
+ // non-pawn templates
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Bitboard);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+ template<>
+ MoveStack* 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*);
- int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
template<PieceType>
- int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
}
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
- int n;
+ MoveStack* mlist_start = mlist;
+
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
if (us == WHITE)
- n = generate_pawn_captures<WHITE>(pos, mlist);
+ mlist = generate_pawn_captures<WHITE>(pos, mlist);
else
- n = generate_pawn_captures<BLACK>(pos, mlist);
+ mlist = 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);
- return n;
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ return int(mlist - mlist_start);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
/// underpromotions. The return value is the number of moves generated.
-int generate_noncaptures(const Position& pos, MoveStack *mlist) {
+int generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.empty_squares();
- int n;
+ MoveStack* mlist_start = mlist;
if (us == WHITE)
- n = generate_pawn_noncaptures<WHITE>(pos, mlist);
+ mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
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_castle_moves(pos, mlist+n);
- return n;
+ mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
+
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ mlist = generate_castle_moves(pos, mlist);
+ return int(mlist - mlist_start);
}
assert(pos.is_ok());
assert(!pos.is_check());
- int n;
Color us = pos.side_to_move();
Square ksq = pos.king_square(opposite_color(us));
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
// Pawn moves
if (us == WHITE)
- n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
+ mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
else
- n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
+ mlist = 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);
+ mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
b = pos.bishops(us);
if (b)
- n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
b = pos.rooks(us);
if (b)
- n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
b = pos.queens(us);
if (b)
- n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
// Hopefully we always have a king ;-)
- n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
+ mlist = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist);
// TODO: Castling moves!
- return n;
+ return int(mlist - mlist_start);
}
assert(pos.is_ok());
assert(pos.is_check());
+ Square from, to;
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- Square from, to;
- int n = 0;
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(us));
{
to = pop_1st_bit(&b1);
- // Make sure to is not attacked by the other side. This is a bit ugly,
+ // Make sure 'to' is not attacked by the other side. This is a bit ugly,
// because we can't use Position::square_is_attacked. Instead we use
// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
// b2 (the occupied squares with the king removed) in order to test whether
// the king will remain in check on the destination square.
- if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
+ if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
|| (pos.pawn_attacks(us, to) & pos.pawns(them))
+ || (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
+ || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
- mlist[n++].move = make_move(ksq, to);
+ (*mlist++).move = make_move(ksq, to);
}
// Generate evasions for other pieces only if not double check. We use a
from = pop_1st_bit(&b1);
if (relative_rank(us, checksq) == RANK_8)
{
- mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
- mlist[n++].move = make_promotion_move(from, checksq, ROOK);
- mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
- mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
+ (*mlist++).move = make_promotion_move(from, checksq, QUEEN);
+ (*mlist++).move = make_promotion_move(from, checksq, ROOK);
+ (*mlist++).move = make_promotion_move(from, checksq, BISHOP);
+ (*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
} else
- mlist[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Pieces captures
while (b1)
{
from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Blocking check evasions are possible only if the checking piece is
// 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);
+ mlist = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
else
- n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
+ mlist = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
+ mlist = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
+ mlist = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
+ mlist = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
b1 = pos.queens(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
+ mlist = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
}
// Finally, the ugly special case of en passant captures. An en passant
if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))))
- mlist[n++].move = make_ep_move(from, to);
+ (*mlist++).move = make_ep_move(from, to);
}
}
}
- return n;
+ return int(mlist - mlist_start);
}
if (pos.is_check())
return generate_evasions(pos, mlist);
- // Generate pseudo-legal moves:
+ // Generate pseudo-legal moves
int n = generate_captures(pos, mlist);
n += generate_noncaptures(pos, mlist + n);
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- // Remove illegal moves from the list:
+ // Remove illegal moves from the list
for (int i = 0; i < n; i++)
- if (!pos.move_is_legal(mlist[i].move, pinned))
+ if (!pos.pl_move_is_legal(mlist[i].move, pinned))
mlist[i--].move = mlist[--n].move;
return n;
}
-/// generate_move_if_legal() takes a position and a (not necessarily
-/// pseudo-legal) move and a pinned pieces bitboard as input, and tests
-/// whether the move is legal. If the move is legal, the move itself is
-/// returned. If not, the function returns MOVE_NONE. This function must
+/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
+/// move and a pinned pieces bitboard as input, and tests whether
+/// the move is legal. If the move is legal, the move itself is
+/// returned. If not, the function returns false. 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) {
+bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(pos.is_ok());
assert(!pos.is_check());
assert(move_is_ok(m));
+ assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
Color them = opposite_color(us);
// If the from square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
if (color_of_piece(pc) != us)
- return MOVE_NONE;
+ return false;
Square to = move_to(m);
// en passant square.
if ( type_of_piece(pc) != PAWN
|| to != pos.ep_square())
- return MOVE_NONE;
+ return false;
assert(pos.square_is_empty(to));
assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
- // The move is pseudo-legal. If it is legal, return it.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Castling moves
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_kingside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_kr_square(us));
if (s != from && s != to && !pos.square_is_empty(s))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
if (move_is_long_castle(m))
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_queenside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_qr_square(us));
|| pos.piece_on(to + DELTA_W) == queen_of_color(them)))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
// Normal moves
// The destination square cannot be occupied by a friendly piece
if (pos.color_of_piece_on(to) == us)
- return MOVE_NONE;
+ return false;
// Proceed according to the type of the moving piece.
if (type_of_piece(pc) == PAWN)
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE))
&& !move_promotion(m))
- return MOVE_NONE;
+ return false;
// Proceed according to the square delta between the source and
// destionation squares.
// Capture. The destination square must be occupied by an enemy
// piece (en passant captures was handled earlier).
if (pos.color_of_piece_on(to) != them)
- return MOVE_NONE;
+ return false;
break;
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!pos.square_is_empty(to))
- return MOVE_NONE;
+ return false;
break;
case DELTA_NN:
if ( square_rank(to) != RANK_4
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_N))
- return MOVE_NONE;
+ return false;
break;
case DELTA_SS:
if ( square_rank(to) != RANK_5
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_S))
- return MOVE_NONE;
+ return false;
break;
default:
- return MOVE_NONE;
+ return false;
}
- // The move is pseudo-legal. Return it if it is legal.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Luckly we can handle all the other pieces in one go
return ( pos.piece_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
+ && pos.pl_move_is_legal(m, pinned)
+ && !move_promotion(m));
}
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- int n = 0;
- Color us = pos.side_to_move();
+ Square from;
+ Bitboard b;
- for (int i = 0; i < pos.piece_count(us, Piece); i++)
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
- Square from = pos.piece_list(us, 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);
- }
+ from = pos.piece_list(us, Piece, i);
+ b = pos.piece_attacks<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
}
- return n;
+ return mlist;
}
+ template<>
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square from = pos.king_square(us);
+
+ b = pos.piece_attacks<KING>(from) & target;
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
template<PieceType Piece>
- int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist) {
- int n = 0;
+ MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist) {
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);
- }
+ SERIALIZE_MOVES(bb);
}
- return n;
+ return mlist;
}
- template<Color C>
- int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+ template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
+ SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
- Square sq;
- int n = 0;
+ Square to;
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
// Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
+ Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & PP.Rank8BB;
+ Bitboard b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NE, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_NE, to);
}
// Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
// Capturing promotions
- b2 = b1 & PP.Rank8BB;
+ b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NW, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_NW, to);
}
// Non-capturing promotions
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
}
// En passant captures
if (pos.ep_square() != SQ_NONE)
{
- assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
- assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
+ assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square());
+ b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
assert(b1 != EmptyBoardBB);
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_ep_move(to, pos.ep_square());
}
}
- return n;
+ return mlist;
}
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
+ SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
- template<Color C>
- int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
- Square sq;
- int n = 0;
+ Square to;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
}
// Single pawn pushes
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
- b2 = b1 & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares;
+ b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
- template<Color C>
- int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ MoveStack* do_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
- Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
+ Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
// Discovered checks, single pawn pushes
- b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
+ b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Discovered checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty;
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
// Direct checks, single pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
- b3 = b2 & pos.pawn_attacks(PP.them, ksq);
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Direct checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
& empty
- & pos.pawn_attacks(PP.them, ksq);
+ & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
template<PieceType Piece>
- int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist) {
+ MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
// Discovered checks
- int n = 0;
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);
- }
+ SERIALIZE_MOVES(bb);
}
// Direct checks
b = target & ~dc;
{
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);
- }
+ SERIALIZE_MOVES(bb);
}
- return n;
+ return mlist;
}
- int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
- Square ksq, MoveStack* mlist) {
- int n = 0;
+ MoveStack* generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
if (bit_is_set(dc, from))
{
Bitboard 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);
- }
+ SERIALIZE_MOVES(b);
}
- return n;
+ return mlist;
}
- template<Color C>
- int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+ template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
+ Square to;
// Find non-pinned pawns
- int n = 0;
- Bitboard b1 = pos.pawns(PP.us) & not_pinned;
+ Bitboard b1 = pos.pawns(Us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
- Bitboard b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
+ Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == PP.RANK_8)
+ if (square_rank(to) == TRANK_8)
{
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
} else
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB;
- b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
+ b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- assert(PP.us != WHITE || square_rank(to) == RANK_4);
- assert(PP.us != BLACK || square_rank(to) == RANK_5);
+ assert(Us != WHITE || square_rank(to) == RANK_4);
+ assert(Us != BLACK || square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
- int generate_castle_moves(const Position& pos, MoveStack* mlist) {
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
- int n = 0;
Color us = pos.side_to_move();
if (pos.can_castle(us))
illegal = true;
if (!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
if (pos.can_castle_queenside(us))
illegal = true;
if (!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
}
- return n;
+ return mlist;
}
+
}