#include <cassert>
+#include "bitcount.h"
#include "movegen.h"
// Simple macro to wrap a very common while loop, no facny, no flexibility,
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
- template<Color Us, Rank, Bitboard, SquareDelta>
+ template<Color Us>
MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
- template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ template<Color Us>
MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
- template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ template<Color Us, SquareDelta Diagonal>
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces);
+
+ template<Color Us>
MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
- template<Color, Color, Bitboard, Bitboard, SquareDelta>
+ template<Color Us>
MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color Us, SquareDelta Direction>
template<>
inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
- 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);
-
+ return (us == WHITE ? generate_pawn_checks<WHITE>(p, dc, ksq, m)
+ : generate_pawn_checks<BLACK>(p, dc, ksq, m));
}
// Template generate_piece_moves() with specializations and overloads
assert(Piece == PAWN);
if (Type == 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));
+ return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
+ : generate_pawn_captures<BLACK>(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));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE>(p, m)
+ : generate_pawn_noncaptures<BLACK>(p, m));
}
template<PieceType>
template<>
inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
Color us, Bitboard t, Bitboard pnd) {
- if (us == WHITE)
- return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, t, m);
- else
- return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, t, m);
+
+ return (us == WHITE ? generate_pawn_blocking_evasions<WHITE>(p, pnd, t, m)
+ : generate_pawn_blocking_evasions<BLACK>(p, pnd, t, m));
}
}
assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
- Color them = opposite_color(us);
Square from = move_from(m);
Piece pc = pos.piece_on(from);
if (color_of_piece(pc) != us)
return false;
+ Color them = opposite_color(us);
Square to = move_to(m);
// En passant moves
return mlist;
}
- template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
- SquareDelta TDELTA_NW, SquareDelta TDELTA_N
- >
- MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ template<Color Us, SquareDelta Diagonal>
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
+
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
+ const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
+ const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
+ const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
Square to;
- Bitboard pawns = pos.pawns(Us);
- Bitboard enemyPieces = pos.pieces_of_color(Them);
- // Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
+ // Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
+ Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions
Bitboard b2 = b1 & TRank8BB;
while (b2)
{
to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
}
// Capturing non-promotions
while (b2)
{
to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_NE, to);
+ (*mlist++).move = make_move(to - TTDELTA_NE, to);
}
+ return mlist;
+ }
- // Captures in the h1-a8 (h8-a1 for black) direction
- b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
+ template<Color Us>
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
- // Capturing promotions
- b2 = b1 & TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
- }
+ // Calculate our parametrized parameters at compile time
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
- // Capturing non-promotions
- b2 = b1 & ~TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_NW, to);
- }
+ Square to;
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+
+ // Standard captures and capturing promotions in both directions
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces);
// Non-capturing promotions
- b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
while (b1)
{
to = pop_1st_bit(&b1);
return mlist;
}
- template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
- SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
- >
+ template<Color Us>
MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
- Bitboard pawns = pos.pawns(Us);
- Bitboard enemyPieces = pos.pieces_of_color(Them);
- Bitboard emptySquares = pos.empty_squares();
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
+ const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+
Bitboard b1, b2;
Square to;
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+ Bitboard emptySquares = pos.empty_squares();
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
}
- template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ template<Color Us>
MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
- // Find all friendly pawns not on the enemy king's file
+ // Calculate our parametrized parameters at compile time
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+ const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N);
+
Bitboard b1, b2, b3;
- Bitboard empty = pos.empty_squares();
+ Bitboard pawns = pos.pawns(Us);
- if (dc != EmptyBoardBB)
+ if (dc & pawns)
{
+ Bitboard empty = pos.empty_squares();
+
// Pawn moves which gives 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.
- b1 = pos.pawns(Us) & ~file_bb(ksq);
+ b1 = pawns & ~file_bb(ksq);
// Discovered checks, single pawn pushes, no promotions
b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
}
// Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king.
- b1 = pos.pawns(Us) & neighboring_files_bb(ksq) & ~dc;
+ // and in the two ranks that, after the push, are in front of the enemy king.
+ b1 = pawns & neighboring_files_bb(ksq) & ~dc;
+ b2 = rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S);
+ b1 &= b2;
+ if (!b1)
+ return mlist;
// Direct checks, single pawn pushes
+ Bitboard empty = pos.empty_squares();
b2 = move_pawns<Us, DELTA_N>(b1) & empty;
b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
// Direct checks
b = target & ~dc;
- if (Piece == KING || !b)
- return mlist;
-
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- if (!checkSqs)
- return mlist;
-
- while (b)
+ if (Piece != KING || b)
{
- Square from = pop_1st_bit(&b);
- if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
- || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
- || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
- continue;
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ if (!checkSqs)
+ return mlist;
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- SERIALIZE_MOVES(bb);
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
+ || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
+ || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
+ continue;
+
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ SERIALIZE_MOVES(bb);
+ }
}
return mlist;
}
- template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ template<Color Us>
MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
Bitboard blockSquares, MoveStack* mlist) {
+
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+
Square to;
// Find non-pinned pawns and push them one square
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == TRANK_8)
+ if (square_rank(to) == TRank8BB)
{
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);