EVASION
};
- // Helper templates
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position&, MoveStack*);
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square);
- // Template generate_piece_moves (captures and non-captures) with specializations and overloads
- template<PieceType>
- MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
+ template<PieceType Piece>
+ inline MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
+
+ assert(Piece != QUEEN);
+
+ Bitboard b = pos.attacks_from<Piece>(from) & pos.empty_squares();
+ if (Piece == KING)
+ {
+ Square ksq = pos.king_square(opposite_color(pos.side_to_move()));
+ b &= ~QueenPseudoAttacks[ksq];
+ }
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
+
+ template<PieceType Piece>
+ inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard dc, Square ksq) {
+ assert(Piece != KING);
+
+ Bitboard checkSqs, b;
+ Square from;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
+
+ if ((from = *ptr++) == SQ_NONE)
+ return mlist;
+
+ checkSqs = pos.attacks_from<Piece>(ksq) & pos.empty_squares();
+
+ do
+ {
+ if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
+ || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
+ || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
+ continue;
+
+ if (dc && bit_is_set(dc, from))
+ continue;
+
+ b = pos.attacks_from<Piece>(from) & checkSqs;
+ SERIALIZE_MOVES(b);
+
+ } while ((from = *ptr++) != SQ_NONE);
+
+ return mlist;
+ }
template<>
- MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
+ inline MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+
+ return (us == WHITE ? generate_pawn_moves<WHITE, CHECK>(p, m, dc, ksq)
+ : generate_pawn_moves<BLACK, CHECK>(p, m, dc, ksq));
+ }
template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
: generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE));
}
- // Templates for non-capture checks generation
-
template<PieceType Piece>
- MoveStack* generate_discovered_checks(const Position&, MoveStack*, Square);
+ inline MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- template<PieceType>
- MoveStack* generate_direct_checks(const Position&, MoveStack*, Color, Bitboard, Square);
+ Bitboard b;
+ Square from;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
+
+ if (*ptr != SQ_NONE)
+ {
+ do {
+ from = *ptr;
+ b = pos.attacks_from<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
+ } while (*++ptr != SQ_NONE);
+ }
+ return mlist;
+ }
template<>
- inline MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ inline MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- return (us == WHITE ? generate_pawn_moves<WHITE, CHECK>(p, m, dc, ksq)
- : generate_pawn_moves<BLACK, CHECK>(p, m, dc, ksq));
+ Bitboard b;
+ Square from = pos.king_square(us);
+
+ b = pos.attacks_from<KING>(from) & target;
+ SERIALIZE_MOVES(b);
+ return mlist;
}
+
}
case QUEEN:
// In case of a queen remove also squares attacked in the other direction to
// avoid possible illegal moves when queen and king are on adjacent squares.
- if (direction_is_straight(checksq, ksq))
+ if (RookPseudoAttacks[checksq] & (1ULL << ksq))
sliderAttacks |= RookPseudoAttacks[checksq] | pos.attacks_from<BISHOP>(checksq);
else
sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from<ROOK>(checksq);
bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(pos.is_ok());
- assert(move_is_ok(m));
assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
namespace {
- template<PieceType Piece>
- MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
- Bitboard b;
- Square from;
- const Square* ptr = pos.piece_list_begin(us, Piece);
-
- if (*ptr != SQ_NONE)
- {
- do {
- from = *ptr;
- b = pos.attacks_from<Piece>(from) & target;
- SERIALIZE_MOVES(b);
- } while (*++ptr != SQ_NONE);
- }
- 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.attacks_from<KING>(from) & target;
- SERIALIZE_MOVES(b);
- return mlist;
- }
-
template<SquareDelta Delta>
inline Bitboard move_pawns(Bitboard p) {
if (Type == CHECK)
{
- // Condider only pawn moves which give direct checks
+ // Consider only pawn moves which give direct checks
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
return mlist;
}
- template<PieceType Piece>
- MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
-
- assert(Piece != QUEEN);
-
- Bitboard b = pos.attacks_from<Piece>(from) & pos.empty_squares();
- if (Piece == KING)
- {
- Square ksq = pos.king_square(opposite_color(pos.side_to_move()));
- b &= ~QueenPseudoAttacks[ksq];
- }
- SERIALIZE_MOVES(b);
- return mlist;
- }
-
- template<PieceType Piece>
- MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
- Bitboard dc, Square ksq) {
- assert(Piece != KING);
-
- Bitboard checkSqs, b;
- Square from;
- const Square* ptr = pos.piece_list_begin(us, Piece);
-
- if ((from = *ptr++) == SQ_NONE)
- return mlist;
-
- checkSqs = pos.attacks_from<Piece>(ksq) & pos.empty_squares();
-
- do
- {
- if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
- || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
- || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
- continue;
-
- if (dc && bit_is_set(dc, from))
- continue;
-
- b = pos.attacks_from<Piece>(from) & checkSqs;
- SERIALIZE_MOVES(b);
-
- } while ((from = *ptr++) != SQ_NONE);
-
- return mlist;
- }
-
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {