namespace {
struct PawnParams {
-
Bitboard Rank3BB, Rank8BB;
Rank RANK_8;
SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
- /// Templates are defined here to avoid lookup issues with specializations
-
- template<PieceType Piece>
- int generate_piece_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
- int n = 0;
- for (int i = 0; i < pos.piece_count(side, Piece); i++)
- {
- Square from = pos.piece_list(side, 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);
- }
- }
- return n;
- }
-
+ /// Templates with specializations are defined here to avoid lookup issues
template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
}
return n;
}
-
-
- template<PieceType Piece>
- int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist, int n) {
- 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);
- }
- }
- return n;
- }
}
namespace {
+ template<PieceType Piece>
+ int generate_piece_moves(const Position &pos, MoveStack *mlist,
+ Color side, Bitboard target) {
+ int n = 0;
+ for (int i = 0; i < pos.piece_count(side, Piece); i++)
+ {
+ Square from = pos.piece_list(side, 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);
+ }
+ }
+ return n;
+ }
+
+
+ template<PieceType Piece>
+ int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+ 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);
+ }
+ }
+ return n;
+ }
+
+
template<Color C>
int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
return n;
}
+
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {