////
namespace {
-
- int generate_white_pawn_captures(const Position&, MoveStack*);
- int generate_black_pawn_captures(const Position&, MoveStack*);
- int generate_white_pawn_noncaptures(const Position&, MoveStack*);
- int generate_black_pawn_noncaptures(const Position&, MoveStack*);
- int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
- int generate_king_moves(const Position&, MoveStack*, Square from, Bitboard t);
- int generate_castle_moves(const Position&, MoveStack*, Color us);
+ inline Bitboard forward_white(Bitboard b) { return b << 8; }
+ inline Bitboard forward_right_white(Bitboard b) { return b << 9; }
+ inline Bitboard forward_left_white(Bitboard b) { return b << 7; }
+
+ inline Bitboard forward_black(Bitboard b) { return b >> 8; }
+ inline Bitboard forward_right_black(Bitboard b) { return b >> 7; }
+ inline Bitboard forward_left_black(Bitboard b) { return b >> 9; }
+
+ struct PawnOffsets {
+
+ Bitboard Rank3BB, Rank8BB;
+ SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
+ Color us, them;
+ typedef Bitboard (*Shift_fn)(Bitboard b);
+ Shift_fn forward, forward_left, forward_right;
+ };
+
+ const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
+ &forward_white, forward_left_white, forward_right_white };
+
+ const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
+ &forward_black, &forward_left_black, &forward_right_black };
+
+ 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 n;
if (us == WHITE)
- n = generate_white_pawn_captures(pos, mlist);
+ n = generate_pawn_captures(WhitePawnOffsets, pos, mlist);
else
- n = generate_black_pawn_captures(pos, mlist);
+ n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
- for (PieceType pce = KNIGHT; pce < KING; pce++)
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
n += generate_piece_moves(pce, pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
return n;
}
int n;
if (us == WHITE)
- n = generate_white_pawn_noncaptures(pos, mlist);
+ n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
else
- n = generate_black_pawn_noncaptures(pos, mlist);
+ n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
- for (PieceType pce = KNIGHT; pce < KING; pce++)
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
n += generate_piece_moves(pce, pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
n += generate_castle_moves(pos, mlist+n, us);
return n;
}
assert(pos.is_ok());
assert(!pos.is_check());
- Color us, them;
- Square ksq, from, to;
- Bitboard empty, checkSqs, b1, b2, b3;
- int n = 0;
-
- us = pos.side_to_move();
- them = opposite_color(us);
+ int n;
+ Color us = pos.side_to_move();
+ Square ksq = pos.king_square(opposite_color(us));
- ksq = pos.king_square(them);
- assert(pos.piece_on(ksq) == king_of_color(them));
+ assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
dc = pos.discovered_check_candidates(us);
- empty = pos.empty_squares();
-
- // Pawn moves. This is somewhat messy, and we use separate code for white
- // and black, because we can't shift by negative numbers in C/C++. :-(
-
- if (us == WHITE)
- {
- // 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.
-
- // Find all friendly pawns not on the enemy king's file:
- b1 = pos.pawns(us) & ~file_bb(ksq);
-
- // Discovered checks, single pawn pushes:
- b2 = b3 = ((b1 & dc) << 8) & ~Rank8BB & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N, to);
- }
-
- // Discovered checks, double pawn pushes:
- b3 = ((b2 & Rank3BB) << 8) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
- }
-
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
-
- b1 &= (~dc & neighboring_files_bb(ksq));
-
- // Direct checks, single pawn pushes:
- b2 = (b1 << 8) & empty;
- b3 = b2 & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N, to);
- }
-
- // Direct checks, double pawn pushes:
- b3 = ((b2 & Rank3BB) << 8) & empty & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
- }
- }
- else { // (us == BLACK)
-
- // 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.
- // Find all friendly pawns not on the enemy king's file:
- b1 = pos.pawns(us) & ~file_bb(ksq);
-
- // Discovered checks, single pawn pushes:
- b2 = b3 = ((b1 & dc) >> 8) & ~Rank1BB & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S, to);
- }
-
- // Discovered checks, double pawn pushes:
- b3 = ((b2 & Rank6BB) >> 8) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
- }
-
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
-
- b1 &= (~dc & neighboring_files_bb(ksq));
-
- // Direct checks, single pawn pushes:
- b2 = (b1 >> 8) & empty;
- b3 = b2 & pos.white_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S, to);
- }
-
- // Direct checks, double pawn pushes:
- b3 = ((b2 & Rank6BB) >> 8) & empty & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
- }
- }
+ // Pawn moves
+ if (us == WHITE)
+ n = generate_pawn_checks(WhitePawnOffsets, pos, dc, ksq, mlist, 0);
+ else
+ n = generate_pawn_checks(BlackPawnOffsets, pos, dc, ksq, mlist, 0);
- // Knight moves
- b1 = pos.knights(us);
- if(b1) {
- // Discovered knight checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.knight_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct knight checks:
- b2 = b1 & ~dc;
- checkSqs = pos.knight_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.knight_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ // Pieces moves
+ Bitboard b = pos.knights(us);
+ if (b)
+ n = generate_piece_checks(KNIGHT, pos, b, dc, ksq, mlist, n);
- // Bishop moves
- b1 = pos.bishops(us);
- if(b1) {
- // Discovered bishop checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.bishop_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct bishop checks:
- b2 = b1 & ~dc;
- checkSqs = pos.bishop_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.bishop_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ b = pos.bishops(us);
+ if (b)
+ n = generate_piece_checks(BISHOP, pos, b, dc, ksq, mlist, n);
- // Rook moves
- b1 = pos.rooks(us);
- if(b1) {
- // Discovered rook checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.rook_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct rook checks:
- b2 = b1 & ~dc;
- checkSqs = pos.rook_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.rook_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ b = pos.rooks(us);
+ if (b)
+ n = generate_piece_checks(ROOK, pos, b, dc, ksq, mlist, n);
- // Queen moves
- b1 = pos.queens(us);
- if(b1) {
- // Discovered queen checks are impossible!
-
- // Direct queen checks:
- checkSqs = pos.queen_attacks(ksq) & empty;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.queen_attacks(from) & checkSqs;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ b = pos.queens(us);
+ if (b)
+ n = generate_piece_checks(QUEEN, pos, b, dc, ksq, mlist, n);
// King moves
- from = pos.king_square(us);
- if(bit_is_set(dc, from)) {
- b1 = pos.king_attacks(from) & empty & ~QueenPseudoAttacks[ksq];
- while(b1) {
- to = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, to);
- }
+ Square from = pos.king_square(us);
+ if (bit_is_set(dc, from))
+ {
+ b = pos.king_attacks(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
+ while (b)
+ {
+ Square to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
}
// TODO: Castling moves!
/// only legal moves. It returns the number of generated moves. This
/// function is very ugly, and needs cleaning up some time later. FIXME
-int generate_evasions(const Position &pos, MoveStack *mlist) {
+int generate_evasions(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(pos.is_check());
- Color us, them;
- Bitboard checkers = pos.checkers();
- Bitboard pinned, b1, b2;
- Square ksq, from, to;
+ Color us = pos.side_to_move();
+ Color them = opposite_color(us);
+ Square ksq = pos.king_square(us);
+ Square from, to;
int n = 0;
- us = pos.side_to_move();
- them = opposite_color(us);
-
- ksq = pos.king_square(us);
assert(pos.piece_on(ksq) == king_of_color(us));
- // Generate evasions for king:
- b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us);
- b2 = pos.occupied_squares();
+ // Generate evasions for king
+ Bitboard b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us);
+ Bitboard b2 = pos.occupied_squares();
clear_bit(&b2, ksq);
- while(b1) {
- to = pop_1st_bit(&b1);
- // Make sure to is not attacked by the other side. This is a bit ugly,
- // because we can't use Position::square_is_attacked. Instead we use
+ while (b1)
+ {
+ Square to = pop_1st_bit(&b1);
+
+ // Make sure to is not attacked by the other side. This is a bit ugly,
+ // because we can't use Position::square_is_attacked. Instead we use
// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
// b2 (the occupied squares with the king removed) in order to test whether
// the king will remain in check on the destination square.
- if(((pos.pawn_attacks(us, to) & pos.pawns(them)) == EmptyBoardBB) &&
- ((pos.knight_attacks(to) & pos.knights(them)) == EmptyBoardBB) &&
- ((pos.king_attacks(to) & pos.kings(them)) == EmptyBoardBB) &&
- ((bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- == EmptyBoardBB) &&
- ((rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) == EmptyBoardBB))
- mlist[n++].move = make_move(ksq, to);
- }
+ 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.pawn_attacks(us, to) & pos.pawns(them))
+ || (pos.king_attacks(to) & pos.kings(them))))
+ mlist[n++].move = make_move(ksq, to);
+ }
- // Generate evasions for other pieces only if not double check. We use a
+ // Generate evasions for other pieces only if not double check. We use a
// simple bit twiddling hack here rather than calling count_1s in order to
// save some time (we know that pos.checkers() has at most two nonzero bits).
- if(!(checkers & (checkers - 1))) {
- Square checksq = first_1(checkers);
- assert(pos.color_of_piece_on(checksq) == them);
-
- // Find pinned pieces:
- pinned = pos.pinned_pieces(us);
-
- // Generate captures of the checking piece:
-
- // Pawn captures:
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- if(relative_rank(us, checksq) == RANK_8) {
- mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
- mlist[n++].move = make_promotion_move(from, checksq, ROOK);
- mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
- mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
- }
- else
- mlist[n++].move = make_move(from, checksq);
- }
+ Bitboard checkers = pos.checkers();
- // Knight captures:
- b1 = pos.knight_attacks(checksq) & pos.knights(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
+ if (!(checkers & (checkers - 1))) // Only one bit set?
+ {
+ Square checksq = first_1(checkers);
- // Bishop and queen captures:
- b1 = pos.bishop_attacks(checksq) & pos.bishops_and_queens(us)
- & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
+ assert(pos.color_of_piece_on(checksq) == them);
- // Rook and queen captures:
- b1 = pos.rook_attacks(checksq) & pos.rooks_and_queens(us)
- & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
+ // Find pinned pieces
+ Bitboard not_pinned = ~pos.pinned_pieces(us);
- // Blocking check evasions are possible only if the checking piece is
- // a slider:
- if(checkers & pos.sliders()) {
- Bitboard blockSquares = squares_between(checksq, ksq);
- assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
-
- // Pawn moves. Because a blocking evasion can never be a capture, we
- // only generate pawn pushes. As so often, the code for pawns is a bit
- // ugly, and uses separate clauses for white and black pawns. :-(
- if(us == WHITE) {
- // Find non-pinned pawns:
- b1 = pos.pawns(WHITE) & ~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) & ~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);
- }
- }
+ // Generate captures of the checking piece
- // Knight moves
- b1 = pos.knights(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.knight_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Bishop moves
- b1 = pos.bishops(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.bishop_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Rook moves
- b1 = pos.rooks(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.rook_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
+ // Pawn captures
+ b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
+ while (b1)
+ {
+ from = pop_1st_bit(&b1);
+ if (relative_rank(us, checksq) == RANK_8)
+ {
+ mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
+ mlist[n++].move = make_promotion_move(from, checksq, ROOK);
+ mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
+ mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
+ } else
+ mlist[n++].move = make_move(from, checksq);
}
-
- // Queen moves
- b1 = pos.queens(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.queen_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, 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;
+
+ while (b1)
+ {
+ from = pop_1st_bit(&b1);
+ mlist[n++].move = make_move(from, checksq);
}
- }
- // Finally, the ugly special case of en passant captures. An en passant
+ // Blocking check evasions are possible only if the checking piece is
+ // a slider
+ if (checkers & pos.sliders())
+ {
+ Bitboard blockSquares = squares_between(checksq, ksq);
+
+ assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
+
+ // Pawn moves. Because a blocking evasion can never be a capture, we
+ // only generate pawn pushes. As so often, the code for pawns is a bit
+ // ugly, and uses separate clauses for white and black pawns. :-(
+ if (us == WHITE)
+ {
+ // 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);
+ }
+ }
+
+ // Pieces moves
+ b1 = pos.knights(us) & not_pinned;
+ if (b1)
+ 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);
+
+ // Rook moves
+ b1 = pos.rooks(us) & not_pinned;
+ if (b1)
+ n = generate_piece_blocking_evasions(ROOK, pos, b1, blockSquares, mlist, n);
+
+ // Queen moves
+ b1 = pos.queens(us) & not_pinned;
+ if (b1)
+ n = generate_piece_blocking_evasions(QUEEN, pos, b1, blockSquares, mlist, n);
+ }
+
+ // Finally, the ugly special case of en passant captures. An en passant
// capture can only be a check evasion if the check is not a discovered
- // 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,
+ // 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.pawns(them))) {
- to = pos.ep_square();
- b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
- assert(b1 != EmptyBoardBB);
- b1 &= ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
-
- // Before generating the move, we have to make sure it is legal.
- // This is somewhat tricky, because the two disappearing pawns may
- // cause new "discovered checks". We test this by removing the
- // two relevant bits from the occupied squares bitboard, and using
- // the low-level bitboard functions for bishop and rook attacks.
- b2 = pos.occupied_squares();
- clear_bit(&b2, from);
- clear_bit(&b2, checksq);
- if(((bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
- == EmptyBoardBB) &&
- ((rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))
- == EmptyBoardBB))
- mlist[n++].move = make_ep_move(from, to);
- }
+ if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them)))
+ {
+ to = pos.ep_square();
+ b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
+
+ assert(b1 != EmptyBoardBB);
+
+ b1 &= not_pinned;
+ while (b1)
+ {
+ from = pop_1st_bit(&b1);
+
+ // Before generating the move, we have to make sure it is legal.
+ // This is somewhat tricky, because the two disappearing pawns may
+ // cause new "discovered checks". We test this by removing the
+ // two relevant bits from the occupied squares bitboard, and using
+ // the low-level bitboard functions for bishop and rook attacks.
+ b2 = pos.occupied_squares();
+ clear_bit(&b2, from);
+ clear_bit(&b2, checksq);
+ if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
+ ||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))))
+
+ mlist[n++].move = make_ep_move(from, to);
+ }
}
}
-
return n;
}
namespace {
- int generate_white_pawn_captures(const Position &pos, MoveStack *mlist) {
- Bitboard pawns = pos.pawns(WHITE);
- Bitboard enemyPieces = pos.pieces_of_color(BLACK);
- Bitboard b1, b2;
- Square sq;
- int n = 0;
-
- // Captures in the a1-h8 direction:
- b1 = (pawns << 9) & ~FileABB & enemyPieces;
+ int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
- // Promotions:
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
- }
-
- // Non-promotions:
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NE, sq);
- }
-
- // Captures in the h1-a8 direction:
- b1 = (pawns << 7) & ~FileHBB & enemyPieces;
-
- // Promotions:
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
- }
-
- // Non-promotions:
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NW, sq);
- }
-
- // Non-capturing promotions:
- b1 = (pawns << 8) & pos.empty_squares() & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, QUEEN);
- }
-
- // En passant captures:
- if(pos.ep_square() != SQ_NONE) {
- assert(square_rank(pos.ep_square()) == RANK_6);
- b1 = pawns & pos.black_pawn_attacks(pos.ep_square());
- assert(b1 != EmptyBoardBB);
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
- }
- }
-
- return n;
- }
-
-
- int generate_black_pawn_captures(const Position &pos, MoveStack *mlist) {
- Bitboard pawns = pos.pawns(BLACK);
- Bitboard enemyPieces = pos.pieces_of_color(WHITE);
- Bitboard b1, b2;
+ Bitboard pawns = pos.pawns(ofs.us);
+ Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
Square sq;
int n = 0;
- // Captures in the a8-h1 direction:
- b1 = (pawns >> 7) & ~FileABB & enemyPieces;
+ // Captures in the a1-h8 (a8-h1 for black) direction
+ Bitboard b1 = (ofs.forward_right)(pawns) & ~FileABB & enemyPieces;
- // Promotions:
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
+ // Capturing promotions
+ Bitboard b2 = b1 & ofs.Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, QUEEN);
}
- // Non-promotions:
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SE, sq);
+ // Capturing non-promotions
+ b2 = b1 & ~ofs.Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - ofs.DELTA_NE, sq);
}
- // Captures in the h8-a1 direction:
- b1 = (pawns >> 9) & ~FileHBB & enemyPieces;
+ // Captures in the h1-a8 (h8-a1 for black) direction
+ b1 = (ofs.forward_left)(pawns) & ~FileHBB & enemyPieces;
- // Promotions:
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
- }
-
- // Non-promotions:
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SW, sq);
+ // Capturing promotions
+ b2 = b1 & ofs.Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, QUEEN);
}
- // Non-capturing promotions:
- b1 = (pawns >> 8) & pos.empty_squares() & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, QUEEN);
+ // Capturing non-promotions
+ b2 = b1 & ~ofs.Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - ofs.DELTA_NW, sq);
}
- // En passant captures:
- if(pos.ep_square() != SQ_NONE) {
- assert(square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.white_pawn_attacks(pos.ep_square());
- assert(b1 != EmptyBoardBB);
- while(b1) {
+ // Non-capturing promotions
+ b1 = (ofs.forward)(pawns) & pos.empty_squares() & Rank8BB;
+ while (b1)
+ {
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
- }
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, QUEEN);
}
- return n;
- }
-
-
- int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
- Bitboard pawns = pos.pawns(WHITE);
- Bitboard enemyPieces = pos.pieces_of_color(BLACK);
- Bitboard emptySquares = pos.empty_squares();
- Bitboard b1, b2;
- Square sq;
- int n = 0;
-
- // Underpromotion captures in the a1-h8 direction:
- b1 = (pawns << 9) & ~FileABB & enemyPieces & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, KNIGHT);
- }
-
- // Underpromotion captures in the h1-a8 direction:
- b1 = (pawns << 7) & ~FileHBB & enemyPieces & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, KNIGHT);
- }
+ // En passant captures
+ if (pos.ep_square() != SQ_NONE)
+ {
+ assert(ofs.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(ofs.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- // Single pawn pushes:
- b1 = (pawns << 8) & emptySquares;
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, KNIGHT);
- }
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_N, sq);
- }
+ b1 = pawns & pos.pawn_attacks(ofs.them, pos.ep_square());
+ assert(b1 != EmptyBoardBB);
- // Double pawn pushes:
- b2 = ((b1 & Rank3BB) << 8) & emptySquares;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_N - DELTA_N, sq);
+ while (b1)
+ {
+ sq = pop_1st_bit(&b1);
+ mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ }
}
-
return n;
}
- int generate_black_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
- Bitboard pawns = pos.pawns(BLACK);
- Bitboard enemyPieces = pos.pieces_of_color(WHITE);
+ int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
+
+ Bitboard pawns = pos.pawns(ofs.us);
+ Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
int n = 0;
- // Underpromotion captures in the a8-h1 direction:
- b1 = (pawns >> 7) & ~FileABB & enemyPieces & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, KNIGHT);
+ // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
+ b1 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.Rank8BB;
+ while (b1)
+ {
+ sq = pop_1st_bit(&b1);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, KNIGHT);
}
- // Underpromotion captures in the h8-a1 direction:
- b1 = (pawns >> 9) & ~FileHBB & enemyPieces & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, KNIGHT);
+ // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
+ b1 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.Rank8BB;
+ while (b1)
+ {
+ sq = pop_1st_bit(&b1);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, KNIGHT);
}
- // Single pawn pushes:
- b1 = (pawns >> 8) & emptySquares;
- b2 = b1 & Rank1BB;
- while(b2) {
+ // Single pawn pushes
+ b1 = ofs.forward(pawns) & emptySquares;
+ b2 = b1 & ofs.Rank8BB;
+ while (b2)
+ {
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, KNIGHT);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, KNIGHT);
}
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_S, sq);
+ b2 = b1 & ~ofs.Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - ofs.DELTA_N, sq);
}
-
- // Double pawn pushes:
- b2 = ((b1 & Rank6BB) >> 8) & emptySquares;
- while(b2) {
+
+ // Double pawn pushes
+ b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares;
+ while (b2)
+ {
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_S - DELTA_S, sq);
+ mlist[n++].move = make_move(sq - ofs.DELTA_N - ofs.DELTA_N, sq);
}
-
return n;
}
+
int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
}
- int generate_king_moves(const Position &pos, MoveStack *mlist,
- Square from, Bitboard target) {
- Square to;
- Bitboard b;
+ int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
+
int n = 0;
-
- b = pos.king_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- return n;
- }
+ if (pos.can_castle(us))
+ {
+ Color them = opposite_color(us);
+ Square ksq = pos.king_square(us);
- int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
- int n = 0;
+ assert(pos.piece_on(ksq) == king_of_color(us));
- if(pos.can_castle(us)) {
- Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
- assert(pos.piece_on(ksq) == king_of_color(us));
-
- if(pos.can_castle_kingside(us)) {
- Square rsq = pos.initial_kr_square(us);
- Square g1 = relative_square(us, SQ_G1);
- Square f1 = relative_square(us, SQ_F1);
- Square s;
- bool illegal = false;
-
- assert(pos.piece_on(rsq) == rook_of_color(us));
-
- for(s = Min(ksq, g1); s <= Max(ksq, g1); s++)
- if((s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
- for(s = Min(rsq, f1); s <= Max(rsq, f1); s++)
- if(s != ksq && s != rsq && pos.square_is_occupied(s))
- illegal = true;
+ if (pos.can_castle_kingside(us))
+ {
+ Square rsq = pos.initial_kr_square(us);
+ Square g1 = relative_square(us, SQ_G1);
+ Square f1 = relative_square(us, SQ_F1);
+ Square s;
+ bool illegal = false;
- if(!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
- }
+ assert(pos.piece_on(rsq) == rook_of_color(us));
- if(pos.can_castle_queenside(us)) {
- Square rsq = pos.initial_qr_square(us);
- Square c1 = relative_square(us, SQ_C1);
- Square d1 = relative_square(us, SQ_D1);
- Square s;
- bool illegal = false;
+ for (s = Min(ksq, g1); s <= Max(ksq, g1); s++)
+ if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
+ || pos.square_is_attacked(s, them))
+ illegal = true;
- assert(pos.piece_on(rsq) == rook_of_color(us));
+ for (s = Min(rsq, f1); s <= Max(rsq, f1); s++)
+ if (s != ksq && s != rsq && pos.square_is_occupied(s))
+ illegal = true;
- for(s = Min(ksq, c1); s <= Max(ksq, c1); s++)
- if((s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
- for(s = Min(rsq, d1); s <= Max(rsq, d1); s++)
- if(s != ksq && s != rsq && pos.square_is_occupied(s))
+ if (!illegal)
+ mlist[n++].move = make_castle_move(ksq, rsq);
+ }
+
+ if (pos.can_castle_queenside(us))
+ {
+ Square rsq = pos.initial_qr_square(us);
+ Square c1 = relative_square(us, SQ_C1);
+ Square d1 = relative_square(us, SQ_D1);
+ Square s;
+ bool illegal = false;
+
+ assert(pos.piece_on(rsq) == rook_of_color(us));
+
+ for (s = Min(ksq, c1); s <= Max(ksq, c1); s++)
+ if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
+ || pos.square_is_attacked(s, them))
+ illegal = true;
+
+ for (s = Min(rsq, d1); s <= Max(rsq, d1); s++)
+ if (s != ksq && s != rsq && pos.square_is_occupied(s))
+ illegal = true;
+
+ if ( square_file(rsq) == FILE_B
+ && ( pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them)
+ || pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them)))
illegal = true;
- if(square_file(rsq) == FILE_B &&
- (pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them) ||
- pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them)))
- illegal = true;
- if(!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ if (!illegal)
+ mlist[n++].move = make_castle_move(ksq, rsq);
}
}
+ 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];
+
+ // 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;
}
}