-
- int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
- Bitboard dc, Square ksq, MoveStack* mlist, int n) {
-
- const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
-
- // Discovered checks
- Bitboard b = target & dc;
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = (pos.*mem_fn)(from) & pos.empty_squares();
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct checks
- b = target & ~dc;
- Bitboard checkSqs = (pos.*mem_fn)(ksq) & pos.empty_squares();
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = (pos.*mem_fn)(from) & checkSqs;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
- int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
- {
- // 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.
- 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;
-
- // Discovered checks, single pawn pushes
- b2 = b3 = (ofs.forward)(b1 & dc) & ~ofs.Rank8BB & empty;
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N, to);
- }
-
- // Discovered checks, double pawn pushes
- b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty;
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
- }
-
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king
-
- b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
-
- // Direct checks, single pawn pushes
- b2 = (ofs.forward)(b1) & empty;
- b3 = b2 & pos.pawn_attacks(ofs.them, ksq);
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N, to);
- }
-
- // Direct checks, double pawn pushes
- b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty & pos.pawn_attacks(ofs.them, ksq);
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
- }
- return n;
- }
-
-
- int generate_piece_blocking_evasions(PieceType pce, const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist, int n) {
-
- const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
-
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = (pos.*mem_fn)(from) & blockSquares;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
- int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist, int n) {
- // Find non-pinned pawns
- Bitboard b1 = pos.pawns(ofs.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 = (ofs.forward)(b1) & blockSquares;
- while (b2)
- {
- Square to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
-
- if (square_rank(to) == ofs.RANK_8)
- {
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
- } else
- mlist[n++].move = make_move(to - ofs.DELTA_N, to);
- }
-
- // Double pawn pushes
- b2 = (ofs.forward)((ofs.forward)(b1) & pos.empty_squares() & ofs.Rank3BB) & blockSquares;
- while (b2)
- {
- Square to = pop_1st_bit(&b2);
-
- assert(pos.piece_on(to) == EMPTY);
- assert(ofs.us != WHITE || square_rank(to) == RANK_4);
- assert(ofs.us != BLACK || square_rank(to) == RANK_5);
-
- mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
- }
- return n;
- }