int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard, Square, MoveStack*, int);
- int generate_piece_checks(PieceType, const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
- int generate_piece_moves(PieceType, const Position&, MoveStack*, Color, Bitboard);
int generate_castle_moves(const Position&, MoveStack*, Color);
- int generate_piece_blocking_evasions(PieceType, const Position&, Bitboard, Bitboard, MoveStack*, int);
int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
+
+ template<PieceType>
+ int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
+
+ template<PieceType>
+ int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
+
+ template<PieceType>
+ int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
}
else
n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
- for (PieceType pce = KNIGHT; pce <= KING; pce++)
- n += generate_piece_moves(pce, pos, mlist+n, us, target);
-
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, us, target);
return n;
}
else
n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
- for (PieceType pce = KNIGHT; pce <= KING; pce++)
- n += generate_piece_moves(pce, pos, mlist+n, us, target);
+ n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
+ n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
+ n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
+ n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
+ n += generate_piece_moves<KING>(pos, mlist+n, us, target);
n += generate_castle_moves(pos, mlist+n, us);
return n;
// Pieces moves
Bitboard b = pos.knights(us);
if (b)
- n = generate_piece_checks(KNIGHT, pos, b, dc, ksq, mlist, n);
+ n = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist, n);
b = pos.bishops(us);
if (b)
- n = generate_piece_checks(BISHOP, pos, b, dc, ksq, mlist, n);
+ n = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist, n);
b = pos.rooks(us);
if (b)
- n = generate_piece_checks(ROOK, pos, b, dc, ksq, mlist, n);
+ n = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist, n);
b = pos.queens(us);
if (b)
- n = generate_piece_checks(QUEEN, pos, b, dc, ksq, mlist, n);
+ n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
// King moves
Square from = pos.king_square(us);
if (bit_is_set(dc, from))
{
- b = pos.king_attacks(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
+ b = pos.piece_attacks<KING>(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
while (b)
{
Square to = pop_1st_bit(&b);
assert(pos.piece_on(ksq) == king_of_color(us));
// Generate evasions for king
- Bitboard b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us);
+ Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
Bitboard b2 = pos.occupied_squares();
clear_bit(&b2, ksq);
// the king will remain in check on the destination square.
if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.knight_attacks(to) & pos.knights(them))
+ || (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
|| (pos.pawn_attacks(us, to) & pos.pawns(them))
- || (pos.king_attacks(to) & pos.kings(them))))
+ || (pos.piece_attacks<KING>(to) & pos.kings(them))))
mlist[n++].move = make_move(ksq, to);
}
}
// Pieces captures
- b1 = ( (pos.knight_attacks(checksq) & pos.knights(us))
- | (pos.bishop_attacks(checksq) & pos.bishops_and_queens(us))
- | (pos.rook_attacks(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
+ b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
+ | (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
+ | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
while (b1)
{
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions(KNIGHT, pos, b1, blockSquares, mlist, n);
+ n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions(BISHOP, pos, b1, blockSquares, mlist, n);
+ n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions(ROOK, pos, b1, blockSquares, mlist, n);
+ n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n);
b1 = pos.queens(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions(QUEEN, pos, b1, blockSquares, mlist, n);
+ n = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist, n);
}
// Finally, the ugly special case of en passant captures. An en passant
}
- int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
+ template<PieceType Piece>
+ int generate_piece_moves(const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
- const Piece_attacks_fn mem_fn = piece_attacks_fn[piece];
Square from, to;
Bitboard b;
int n = 0;
- for (int i = 0; i < pos.piece_count(side, piece); i++)
+ for (int i = 0; i < pos.piece_count(side, Piece); i++)
{
- from = pos.piece_list(side, piece, i);
- b = (pos.*mem_fn)(from) & target;
+ from = pos.piece_list(side, Piece, i);
+ b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
to = pop_1st_bit(&b);
return n;
}
- 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];
+ template<PieceType Piece>
+ int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
- Bitboard bb = (pos.*mem_fn)(from) & pos.empty_squares();
+ Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
while (bb)
{
Square to = pop_1st_bit(&bb);
// Direct checks
b = target & ~dc;
- Bitboard checkSqs = (pos.*mem_fn)(ksq) & pos.empty_squares();
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
while (b)
{
Square from = pop_1st_bit(&b);
- Bitboard bb = (pos.*mem_fn)(from) & checkSqs;
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
while (bb)
{
Square to = pop_1st_bit(&bb);
}
- int generate_piece_blocking_evasions(PieceType pce, const Position& pos, Bitboard b,
+ template<PieceType Piece>
+ int generate_piece_blocking_evasions(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;
+ Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
while (bb)
{
Square to = pop_1st_bit(&bb);