/// generate_captures generates() all pseudo-legal captures and queen
-/// promotions. The return value is the number of moves generated.
+/// promotions. Returns a pointer to the end of the move list.
MoveStack* generate_captures(const Position& pos, MoveStack* mlist) {
/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. The return value is the number of moves generated.
+/// underpromotions. Returns a pointer to the end of the move list.
MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist) {
/// generate_non_capture_checks() generates all pseudo-legal non-capturing,
-/// non-promoting checks. It returns the number of generated moves.
+/// non-promoting checks. Returns a pointer to the end of the move list.
MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
/// generate_evasions() generates all check evasions when the side to move is
/// in check. Unlike the other move generation functions, this one generates
-/// only legal moves. It returns the number of generated moves.
+/// only legal moves. Returns a pointer to the end of the move list.
MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
// Find squares attacked by slider checkers, we will
// remove them from king evasions set so to avoid a couple
// of cycles in the slow king evasions legality check loop
- // and to be able to use square_is_attacked().
+ // and to be able to use attackers_to().
Bitboard checkers = pos.checkers();
Bitboard checkersAttacks = EmptyBoardBB;
- Bitboard b = checkers & pos.pieces<BISHOP_AND_QUEEN>();
+ Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
checkersAttacks |= bishop_attacks_bb(from, b_noKing);
}
- b = checkers & pos.pieces<ROOK_AND_QUEEN>();
+ b = checkers & pos.pieces(ROOK, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
}
// Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
+ Bitboard b1 = pos.piece_attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
+ Bitboard enemy = pos.pieces_of_color(them);
while (b1)
{
to = pop_1st_bit(&b1);
- // Note that we can use square_is_attacked() only because we
+ // Note that we can use attackers_to() only because we
// have already removed slider checkers.
- if (!pos.square_is_attacked(to, them))
+ if (!(pos.attackers_to(to) & enemy))
(*mlist++).move = make_move(ksq, to);
}
// Generate captures of the checking piece
// Pawn captures
- b1 = pos.pawn_attacks(them, checksq) & pos.pieces<PAWN>(us) & ~pinned;
+ b1 = pos.pawn_attacks_from(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
}
// Pieces captures
- b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.pieces<KNIGHT>(us))
- | (pos.piece_attacks<BISHOP>(checksq) & pos.pieces<BISHOP_AND_QUEEN>(us))
- | (pos.piece_attacks<ROOK>(checksq) & pos.pieces<ROOK_AND_QUEEN>(us)) ) & ~pinned;
+ b1 = ( (pos.piece_attacks_from<KNIGHT>(checksq) & pos.pieces(KNIGHT, us))
+ | (pos.piece_attacks_from<BISHOP>(checksq) & pos.pieces(BISHOP, QUEEN, us))
+ | (pos.piece_attacks_from<ROOK>(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
while (b1)
{
// Blocking check evasions are possible only if the checking piece is
// a slider.
- if (checkers & (pos.pieces<BISHOP>() | pos.pieces<ROOK>() | pos.pieces<QUEEN>()))
+ if (checkers & (pos.pieces(BISHOP) | pos.pieces(ROOK) | pos.pieces(QUEEN)))
{
Bitboard blockSquares = squares_between(checksq, ksq);
// check. If pos.ep_square() is set, the last move made must have been
// a double pawn push. If, furthermore, the checking piece is a pawn,
// an en passant check evasion may be possible.
- if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces<PAWN>(them)))
+ if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
- b1 = pos.pawn_attacks(them, to) & pos.pieces<PAWN>(us);
+ b1 = pos.pawn_attacks_from(to, them) & pos.pieces(PAWN, us);
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
// is occupied or under attack.
for (s = Min(from, g1); s <= Max(from, g1); s++)
if ( (s != from && s != to && !pos.square_is_empty(s))
- || pos.square_is_attacked(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
// Check if any of the squares between king and rook
for (s = Min(from, c1); s <= Max(from, c1); s++)
if( (s != from && s != to && !pos.square_is_empty(s))
- || pos.square_is_attacked(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(to, d1); s <= Max(to, d1); s++)
}
// Luckly we can handle all the other pieces in one go
- return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
+ return ( bit_is_set(pos.piece_attacks_from(pc, from), to)
&& pos.pl_move_is_legal(m, pinned)
&& !move_is_promotion(m));
}
for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
from = pos.piece_list(us, Piece, i);
- b = pos.piece_attacks<Piece>(from) & target;
+ b = pos.piece_attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
if (pinned && bit_is_set(pinned, from))
continue;
- b = pos.piece_attacks<Piece>(from) & target;
+ b = pos.piece_attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
Bitboard b;
Square from = pos.king_square(us);
- b = pos.piece_attacks<KING>(from) & target;
+ b = pos.piece_attacks_from<KING>(from) & target;
SERIALIZE_MOVES(b);
return mlist;
}
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
- Bitboard pawns = pos.pieces<PAWN>(Us);
+ Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
bool possiblePromotion = (pawns & TRank7BB);
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- Bitboard b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
+ Bitboard b1 = pawns & pos.pawn_attacks_from(pos.ep_square(), Them);
assert(b1 != EmptyBoardBB);
while (b1)
Bitboard b1, b2;
Square to;
- Bitboard pawns = pos.pieces<PAWN>(Us);
+ Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard emptySquares = pos.empty_squares();
if (pawns & TRank7BB) // There is some promotion candidate ?
Square to;
Bitboard b1, b2, b3;
- Bitboard pawns = pos.pieces<PAWN>(Us);
+ Bitboard pawns = pos.pieces(PAWN, Us);
if (dc & pawns)
{
// Direct checks, single pawn pushes
Bitboard empty = pos.empty_squares();
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
- b3 = b2 & pos.pawn_attacks(Them, ksq);
+ b3 = b2 & pos.pawn_attacks_from(ksq, Them);
SERIALIZE_MOVES_D(b3, -TDELTA_N);
// Direct checks, double pawn pushes
- b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
+ b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks_from(ksq, Them);
SERIALIZE_MOVES_D(b3, -TDELTA_N -TDELTA_N);
return mlist;
}
MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
- Bitboard target = pos.pieces<Piece>(us);
+ Bitboard target = pos.pieces(Piece, us);
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ Bitboard bb = pos.piece_attacks_from<Piece>(from) & pos.empty_squares();
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
b = target & ~dc;
if (Piece != KING || b)
{
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ Bitboard checkSqs = pos.piece_attacks_from<Piece>(ksq) & pos.empty_squares();
if (!checkSqs)
return mlist;
|| (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
continue;
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ Bitboard bb = pos.piece_attacks_from<Piece>(from) & checkSqs;
SERIALIZE_MOVES(bb);
}
}
Square to;
// Find non-pinned pawns and push them one square
- Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces<PAWN>(Us) & ~pinned);
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces(PAWN, Us) & ~pinned);
// We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
// It is a bit complicated to correctly handle Chess960
for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)