QUEEN_SIDE
};
- // Function
+ const bool CAPTURE = true;
+ const bool NON_CAPTURE = false;
+
+ // Functions
bool castling_is_check(const Position&, CastlingSide);
- // Template
+ // Helper templates
template<CastlingSide Side>
- MoveStack* generate_castle_moves(const Position&, MoveStack*);
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
- // Template generate_pawn_captures() with specializations
- template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
+ template<Color Us, Rank, Bitboard, SquareDelta>
+ MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
- template<Color>
- inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
- return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
- }
- template<>
- inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
- return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
- }
+ template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
- // Template generate_pawn_noncaptures() with specializations
template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
- template<Color>
- inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
- return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
- }
- template<>
- inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
- return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
- }
+ template<Color, Color, Bitboard, Bitboard, SquareDelta>
+ MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+
+ // Template generate_piece_checks() with specializations
+ template<PieceType>
+ MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
- // Template generate_pawn_blocking_evasions() with specializations
- template<Color Us, Rank, Bitboard, SquareDelta>
- MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist);
- template<Color>
- inline MoveStack* generate_pawn_blocking_evasions(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
- return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
- }
template<>
- inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
- return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
- }
+ inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
- // Template generate_pawn_checks() with specializations
- template<Color, Color, Bitboard, Bitboard, SquareDelta>
- MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ if (us == WHITE)
+ return generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ else
+ return generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
- template<Color>
- inline MoveStack* generate_pawn_checks(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
- return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
- }
- template<>
- inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
- return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
}
- // non-pawn templates
+ // Template generate_piece_moves() with specializations
template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+
template<>
MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
- template<PieceType>
- MoveStack* generate_piece_checks(const Position&, MoveStack*, Color us, Bitboard, Square);
+ template<PieceType Piece, bool Capture>
+ inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
+
+ assert(Piece == PAWN);
+
+ if (Capture)
+ return (us == WHITE ? generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
+ : generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
+ else
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
+ : generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
+ }
+ // Template generate_piece_blocking_evasions() with specializations
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Bitboard, Bitboard);
+ MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
+
+ template<>
+ inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
+ Bitboard np, Bitboard bs) {
+ if (us == WHITE)
+ return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
+ else
+ return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
+ }
}
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
-
- if (us == WHITE)
- mlist = generate_pawn_captures<WHITE>(pos, mlist);
- else
- mlist = generate_pawn_captures<BLACK>(pos, mlist);
-
+ mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
return int(mlist - mlist_start);
}
Bitboard target = pos.empty_squares();
MoveStack* mlist_start = mlist;
- if (us == WHITE)
- mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
- else
- mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
-
+ mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
- // Pawn moves
- if (us == WHITE)
- mlist = generate_pawn_checks<WHITE>(pos, mlist, dc, ksq);
- else
- mlist = generate_pawn_checks<BLACK>(pos, mlist, dc, ksq);
-
// Pieces moves
+ mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
- // Pawn moves. Because a blocking evasion can never be a capture, we
- // only generate pawn pushes.
- if (us == WHITE)
- mlist = generate_pawn_blocking_evasions<WHITE>(pos, mlist, not_pinned, blockSquares);
- else
- mlist = generate_pawn_blocking_evasions<BLACK>(pos, mlist, not_pinned, blockSquares);
-
// Pieces moves
- b1 = pos.knights(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, b1, blockSquares);
-
- b1 = pos.bishops(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, b1, blockSquares);
-
- b1 = pos.rooks(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, b1, blockSquares);
-
- b1 = pos.queens(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, b1, blockSquares);
+ mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, not_pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, not_pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, not_pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, not_pinned, blockSquares);
+ mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, not_pinned, blockSquares);
}
// Finally, the ugly special case of en passant captures. An en passant
}
template<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist,
- Bitboard b, Bitboard blockSquares) {
+ MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard not_pinned, Bitboard blockSquares) {
+
+ Bitboard b = pos.pieces_of_color_and_type(us, Piece) & not_pinned;
while (b)
{
Square from = pop_1st_bit(&b);
return mlist;
}
-
template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
- MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
Square to;
Bitboard pawns = pos.pawns(Us);
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
- MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(Them);
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
- MoveStack* do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
+ MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
// Find all friendly pawns not on the enemy king's file
Bitboard b1, b2, b3;
}
template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
- MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist) {
+ MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
Square to;
// Find non-pinned pawns