QUEEN_SIDE
};
- const bool CAPTURE = true;
- const bool NON_CAPTURE = false;
+ enum MoveType {
+ CAPTURE,
+ NON_CAPTURE
+ };
// Functions
bool castling_is_check(const Position&, CastlingSide);
}
- // Template generate_piece_moves() with specializations
+ // Template generate_piece_moves() with specializations and overloads
template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
- MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
+ MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
- template<PieceType Piece, bool Capture>
+ template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
assert(Piece == PAWN);
- if (Capture)
+ 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));
else
: generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
}
- // Template generate_piece_blocking_evasions() with specializations
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
- Bitboard pnd, Bitboard bs) {
+ 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, bs, m);
+ 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, bs, m);
+ return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, t, m);
}
}
if (blockSquares != EmptyBoardBB)
{
- // Pieces moves
- mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, pinned, blockSquares);
+ mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);
}
}
return mlist;
}
- template<>
- MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
- Bitboard b;
- Square from = pos.king_square(us);
-
- b = pos.piece_attacks<KING>(from) & target;
- SERIALIZE_MOVES(b);
- return mlist;
- }
-
template<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
- Bitboard pinned, Bitboard blockSquares) {
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target, Bitboard pinned) {
Square from;
Bitboard b;
if (pinned && bit_is_set(pinned, from))
continue;
- b = pos.piece_attacks<Piece>(from) & blockSquares;
+ b = pos.piece_attacks<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
}
+ template<>
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square from = pos.king_square(us);
+
+ b = pos.piece_attacks<KING>(from) & target;
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
+
template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>