namespace {
- struct PawnOffsets {
-
+ struct PawnParams {
Bitboard Rank3BB, Rank8BB;
Rank RANK_8;
SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
Color us, them;
};
- const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
- const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
+ 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);
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
- /// Templates are defined here to avoid lookup issues with specializations
-
- 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;
- }
-
+ /// Templates with specializations are defined here to avoid lookup issues
template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
}
return n;
}
-
-
- 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;
- }
}
namespace {
+ 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;
+ }
+
+
+ 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 PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+ 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);
Square sq;
int n = 0;
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 = (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
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)
template<Color C>
int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
- static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+ 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 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~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 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~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 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
- b2 = b1 & ofs.Rank8BB;
+ 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 = (C == WHITE ? (b1 & ofs.Rank3BB) << 8 : (b1 & ofs.Rank3BB) >> 8) & 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;
}
template<Color C>
int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
- static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// 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
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) & ~ofs.Rank8BB & empty;
+ b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N, to);
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
}
// Discovered checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & ofs.Rank3BB) << 8 : (b2 & ofs.Rank3BB) >> 8) & empty;
+ 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 - ofs.DELTA_N - ofs.DELTA_N, to);
+ mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
// Direct checks, single pawn pushes
b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
- b3 = b2 & pos.pawn_attacks(ofs.them, ksq);
+ b3 = b2 & pos.pawn_attacks(PP.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N, to);
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
}
// Direct checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & ofs.Rank3BB) << 8 : (b2 & ofs.Rank3BB) >> 8)
+ b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
& empty
- & pos.pawn_attacks(ofs.them, ksq);
+ & pos.pawn_attacks(PP.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
+ 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 PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
+ static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// Find non-pinned pawns
- Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
+ 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.
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == ofs.RANK_8)
+ if (square_rank(to) == PP.RANK_8)
{
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
+ 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 - ofs.DELTA_N, to);
+ mlist[n++].move = make_move(to - PP.DELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & ofs.Rank3BB;
+ 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(ofs.us != WHITE || square_rank(to) == RANK_4);
- assert(ofs.us != BLACK || square_rank(to) == RANK_5);
+ assert(PP.us != WHITE || square_rank(to) == RANK_4);
+ assert(PP.us != BLACK || square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
+ mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
}
return n;
}