namespace {
- 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 {
-
+ struct PawnParams {
Bitboard Rank3BB, Rank8BB;
+ Rank RANK_8;
SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
Color us, them;
- typedef Bitboard (*Shift_fn)(Bitboard b);
- Shift_fn forward, forward_left, forward_right;
};
+ const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
+ const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
+
+ int generate_castle_moves(const Position&, MoveStack*, Color);
- const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
- &forward_white, forward_left_white, forward_right_white };
+ template<Color>
+ int generate_pawn_captures(const Position&, MoveStack*);
- const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
- &forward_black, &forward_left_black, &forward_right_black };
+ template<Color>
+ int generate_pawn_noncaptures(const Position&, MoveStack*);
- 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 dc, Square ksq, MoveStack*, int n);
- int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target, Bitboard dc, Square ksq, MoveStack* mlist, int n);
- int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
- int generate_castle_moves(const Position&, MoveStack*, Color us);
+ template<Color>
+ int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
+
+ template<Color>
+ int generate_pawn_blocking_evasions(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);
+
+
+ /// Templates with specializations are defined here to avoid lookup issues
+
+ 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.piece_attacks<Piece>(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.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+
+ template<> // Special case the King
+ int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
+ Square ksq, MoveStack* mlist, int n) {
+ if (bit_is_set(dc, ksq))
+ {
+ Bitboard bb = pos.piece_attacks<KING>(ksq)
+ & pos.empty_squares()
+ & ~QueenPseudoAttacks[ksq];
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(ksq, to);
+ }
+ }
+ return n;
+ }
}
int n;
if (us == WHITE)
- n = generate_pawn_captures(WhitePawnOffsets, pos, mlist);
+ n = generate_pawn_captures<WHITE>(pos, mlist);
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_pawn_captures<BLACK>(pos, mlist);
+ 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;
}
int n;
if (us == WHITE)
- n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
+ n = generate_pawn_noncaptures<WHITE>(pos, mlist);
else
- n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
+ n = generate_pawn_noncaptures<BLACK>(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;
// Pawn moves
if (us == WHITE)
- n = generate_pawn_checks(WhitePawnOffsets, pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
else
- n = generate_pawn_checks(BlackPawnOffsets, pos, dc, ksq, mlist, 0);
+ n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
// 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];
- while (b)
- {
- Square to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
+ // Hopefully we always have a king ;-)
+ n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
// TODO: Castling moves!
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)
{
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. :-(
+ // only generate pawn pushes.
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);
- }
- }
-
- // Knight moves
+ n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
+ else
+ n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
+
+ // Pieces moves
b1 = pos.knights(us) & not_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
+ if (b1)
+ n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n);
+
b1 = pos.bishops(us) & not_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
+ if (b1)
+ n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n);
+
b1 = pos.rooks(us) & not_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);
- }
- }
-
- // Queen moves
+ if (b1)
+ n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n);
+
b1 = pos.queens(us) & not_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);
- }
- }
+ 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
namespace {
- int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
+ template<PieceType Piece>
+ int generate_piece_moves(const Position &pos, MoveStack *mlist,
+ Color side, Bitboard target) {
+ int n = 0;
+ for (int i = 0; i < pos.piece_count(side, Piece); i++)
+ {
+ Square from = pos.piece_list(side, Piece, i);
+ Bitboard b = pos.piece_attacks<Piece>(from) & target;
+ while (b)
+ {
+ Square to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
- Bitboard pawns = pos.pawns(ofs.us);
- Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
+
+ template<PieceType Piece>
+ int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
+
+
+ template<Color C>
+ int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+
+ Bitboard pawns = pos.pawns(PP.us);
+ Bitboard enemyPieces = pos.pieces_of_color(PP.them);
Square sq;
int n = 0;
// Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (ofs.forward_right)(pawns) & ~FileABB & enemyPieces;
+ Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & ofs.Rank8BB;
+ Bitboard b2 = b1 & PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~ofs.Rank8BB;
+ b2 = b1 & ~PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - ofs.DELTA_NE, sq);
+ mlist[n++].move = make_move(sq - PP.DELTA_NE, sq);
}
// Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (ofs.forward_left)(pawns) & ~FileHBB & enemyPieces;
+ b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
// Capturing promotions
- b2 = b1 & ofs.Rank8BB;
+ b2 = b1 & PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~ofs.Rank8BB;
+ b2 = b1 & ~PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - ofs.DELTA_NW, sq);
+ mlist[n++].move = make_move(sq - PP.DELTA_NW, sq);
}
// Non-capturing promotions
- b1 = (ofs.forward)(pawns) & pos.empty_squares() & Rank8BB;
+ b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, QUEEN);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN);
}
// 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);
+ assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(ofs.them, pos.ep_square());
+ b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square());
assert(b1 != EmptyBoardBB);
while (b1)
}
- int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
+ template<Color C>
+ int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
- Bitboard pawns = pos.pawns(ofs.us);
- Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
+ Bitboard pawns = pos.pawns(PP.us);
+ Bitboard enemyPieces = pos.pieces_of_color(PP.them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
int n = 0;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.Rank8BB;
+ b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.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);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT);
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.Rank8BB;
+ b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.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);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT);
}
// Single pawn pushes
- b1 = ofs.forward(pawns) & emptySquares;
- b2 = b1 & ofs.Rank8BB;
+ b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b2 = b1 & PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- 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);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP);
+ mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT);
}
- b2 = b1 & ~ofs.Rank8BB;
+ b2 = b1 & ~PP.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - ofs.DELTA_N, sq);
+ mlist[n++].move = make_move(sq - PP.DELTA_N, sq);
}
// Double pawn pushes
- b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares;
+ b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - ofs.DELTA_N - ofs.DELTA_N, sq);
+ mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq);
}
return n;
}
- int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
+ template<Color C>
+ int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
+ {
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
- const Piece_attacks_fn mem_fn = piece_attacks_fn[piece];
- Square from, to;
- Bitboard b;
- int n = 0;
+ // 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();
- for (int i = 0; i < pos.piece_count(side, piece); i++)
+ // 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 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
+ while (b3)
{
- from = pos.piece_list(side, piece, i);
- b = (pos.*mem_fn)(from) & target;
- while (b)
+ Square to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ }
+
+ // Discovered checks, double pawn pushes
+ b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty;
+ while (b3)
+ {
+ Square to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - PP.DELTA_N - PP.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 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ b3 = b2 & pos.pawn_attacks(PP.them, ksq);
+ while (b3)
+ {
+ Square to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ }
+
+ // Direct checks, double pawn pushes
+ b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
+ & empty
+ & pos.pawn_attacks(PP.them, ksq);
+
+ while (b3)
+ {
+ Square to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ }
+ return n;
+ }
+
+
+ template<Color C>
+ int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist, int n) {
+
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+
+ // Find non-pinned pawns
+ Bitboard b1 = pos.pawns(PP.us) & not_pinned;
+
+ // Single pawn pushes. We don't have to AND with empty squares here,
+ // because the blocking squares will always be empty.
+ Bitboard b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
+ while (b2)
+ {
+ Square to = pop_1st_bit(&b2);
+
+ assert(pos.piece_on(to) == EMPTY);
+
+ if (square_rank(to) == PP.RANK_8)
{
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
+ mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN);
+ mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK);
+ mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP);
+ mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT);
+ } else
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ }
+
+ // Double pawn pushes
+ b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB;
+ b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ while (b2)
+ {
+ Square to = pop_1st_bit(&b2);
+
+ assert(pos.piece_on(to) == EMPTY);
+ assert(PP.us != WHITE || square_rank(to) == RANK_4);
+ assert(PP.us != BLACK || square_rank(to) == RANK_5);
+
+ mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
}
return n;
}
}
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;
- }
}