#include "movegen.h"
#include "position.h"
-/// Simple macro to wrap a very common while loop, no fancy, no flexibility,
-/// hardcoded names 'mlist' and 'from'.
-#define SERIALIZE(b) while (b) (mlist++)->move = make_move(from, pop_lsb(&b))
-
-/// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
-#define SERIALIZE_PAWNS(b, d) while (b) { Square to = pop_lsb(&b); \
- (mlist++)->move = make_move(to - (d), to); }
namespace {
template<CastlingRight Cr, bool Checks, bool Chess960>
}
}
- SERIALIZE_PAWNS(b1, Up);
- SERIALIZE_PAWNS(b2, Up + Up);
+ while (b1)
+ {
+ Square to = pop_lsb(&b1);
+ (mlist++)->move = make_move(to - Up, to);
+ }
+
+ while (b2)
+ {
+ Square to = pop_lsb(&b2);
+ (mlist++)->move = make_move(to - Up - Up, to);
+ }
}
// Promotions and underpromotions
b1 = shift_bb<Right>(pawnsNotOn7) & enemies;
b2 = shift_bb<Left >(pawnsNotOn7) & enemies;
- SERIALIZE_PAWNS(b1, Right);
- SERIALIZE_PAWNS(b2, Left);
+ while (b1)
+ {
+ Square to = pop_lsb(&b1);
+ (mlist++)->move = make_move(to - Right, to);
+ }
+
+ while (b2)
+ {
+ Square to = pop_lsb(&b2);
+ (mlist++)->move = make_move(to - Left, to);
+ }
if (pos.ep_square() != SQ_NONE)
{
if (Checks)
b &= ci->checkSq[Pt];
- SERIALIZE(b);
+ while (b)
+ (mlist++)->move = make_move(from, pop_lsb(&b));
}
return mlist;
if (Type != QUIET_CHECKS && Type != EVASIONS)
{
- Square from = pos.king_square(Us);
- Bitboard b = pos.attacks_from<KING>(from) & target;
- SERIALIZE(b);
+ Square ksq = pos.king_square(Us);
+ Bitboard b = pos.attacks_from<KING>(ksq) & target;
+ while (b)
+ (mlist++)->move = make_move(ksq, pop_lsb(&b));
}
if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(Us))
if (pt == KING)
b &= ~PseudoAttacks[QUEEN][ci.ksq];
- SERIALIZE(b);
+ while (b)
+ (mlist++)->move = make_move(from, pop_lsb(&b));
}
return us == WHITE ? generate_all<WHITE, QUIET_CHECKS>(pos, mlist, ~pos.pieces(), &ci)
assert(pos.checkers());
- int checkersCnt = 0;
Color us = pos.side_to_move();
- Square ksq = pos.king_square(us), from = ksq /* For SERIALIZE */, checksq;
+ Square ksq = pos.king_square(us);
Bitboard sliderAttacks = 0;
- Bitboard b = pos.checkers();
-
- assert(pos.checkers());
+ Bitboard sliders = pos.checkers() & ~pos.pieces(KNIGHT) & ~pos.pieces(PAWN);
// Find all the squares attacked by slider checkers. We will remove them from
// the king evasions in order to skip known illegal moves, which avoids any
// useless legality checks later on.
- do
+ while (sliders)
{
- ++checkersCnt;
- checksq = pop_lsb(&b);
-
- assert(color_of(pos.piece_on(checksq)) == ~us);
-
- if (type_of(pos.piece_on(checksq)) > KNIGHT) // A slider
- sliderAttacks |= LineBB[checksq][ksq] ^ checksq;
-
- } while (b);
+ Square checksq = pop_lsb(&sliders);
+ sliderAttacks |= LineBB[checksq][ksq] ^ checksq;
+ }
// Generate evasions for king, capture and non capture moves
- b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
- SERIALIZE(b);
+ Bitboard b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
+ while (b)
+ (mlist++)->move = make_move(ksq, pop_lsb(&b));
- if (checkersCnt > 1)
+ if (more_than_one(pos.checkers()))
return mlist; // Double check, only a king move can save the day
// Generate blocking evasions or captures of the checking piece
+ Square checksq = lsb(pos.checkers());
Bitboard target = between_bb(checksq, ksq) | checksq;
return us == WHITE ? generate_all<WHITE, EVASIONS>(pos, mlist, target)