- // Find non-pinned pawns
- b1 = pos.pawns(WHITE) & not_pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 << 8) & blockSquares;
- while(b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
-
- if (square_rank(to) == RANK_8)
- {
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, KNIGHT);
- } else
- mlist[n++].move = make_move(to - DELTA_N, to);
- }
-
- // Double pawn pushes
- b2 = (((b1 << 8) & pos.empty_squares() & Rank3BB) << 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_4);
-
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
- }
- } else { // (us == BLACK)
-
- // Find non-pinned pawns
- b1 = pos.pawns(BLACK) & not_pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 >> 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
-
- if (square_rank(to) == RANK_1)
- {
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, KNIGHT);
- } else
- mlist[n++].move = make_move(to - DELTA_S, to);
- }
-
- // Double pawn pushes
- b2 = (((b1 >> 8) & pos.empty_squares() & Rank6BB) >> 8) & blockSquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_5);
-
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
- }
+ mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);