#include "bitcount.h"
#include "movegen.h"
+#include "position.h"
// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
Bitboard b = pos.attacks_from<Pt>(from) & pos.empty_squares();
if (Pt == KING)
- b &= ~QueenPseudoAttacks[pos.king_square(opposite_color(pos.side_to_move()))];
+ b &= ~QueenPseudoAttacks[pos.king_square(flip(pos.side_to_move()))];
SERIALIZE_MOVES(b);
return mlist;
template<MoveType Type>
MoveStack* generate(const Position& pos, MoveStack* mlist) {
- assert(pos.is_ok());
assert(!pos.in_check());
Color us = pos.side_to_move();
Bitboard target;
if (Type == MV_CAPTURE || Type == MV_NON_EVASION)
- target = pos.pieces(opposite_color(us));
+ target = pos.pieces(flip(us));
else if (Type == MV_NON_CAPTURE)
target = pos.empty_squares();
else
template<>
MoveStack* generate<MV_NON_CAPTURE_CHECK>(const Position& pos, MoveStack* mlist) {
- assert(pos.is_ok());
assert(!pos.in_check());
Bitboard b, dc;
Square from;
Color us = pos.side_to_move();
- Square ksq = pos.king_square(opposite_color(us));
+ Square ksq = pos.king_square(flip(us));
- assert(pos.piece_on(ksq) == make_piece(opposite_color(us), KING));
+ assert(pos.piece_on(ksq) == make_piece(flip(us), KING));
// Discovered non-capture checks
- b = dc = pos.discovered_check_candidates(us);
+ b = dc = pos.discovered_check_candidates();
while (b)
{
from = pop_1st_bit(&b);
- switch (piece_type(pos.piece_on(from)))
+ switch (type_of(pos.piece_on(from)))
{
case PAWN: /* Will be generated togheter with pawns direct checks */ break;
case KNIGHT: mlist = generate_discovered_checks<KNIGHT>(pos, mlist, from); break;
template<>
MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
- assert(pos.is_ok());
assert(pos.in_check());
Bitboard b, target;
checkersCnt++;
checksq = pop_1st_bit(&b);
- assert(piece_color(pos.piece_on(checksq)) == opposite_color(us));
+ assert(color_of(pos.piece_on(checksq)) == flip(us));
- switch (piece_type(pos.piece_on(checksq)))
+ switch (type_of(pos.piece_on(checksq)))
{
case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
template<>
MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
- assert(pos.is_ok());
-
MoveStack *last, *cur = mlist;
- Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+ Bitboard pinned = pos.pinned_pieces();
last = pos.in_check() ? generate<MV_EVASION>(pos, mlist)
: generate<MV_NON_EVASION>(pos, mlist);
inline MoveStack* generate_promotions(const Position& pos, MoveStack* mlist, Bitboard pawnsOn7, Bitboard target) {
const Bitboard TFileABB = (Delta == DELTA_NE || Delta == DELTA_SE ? FileABB : FileHBB);
- const Color Them = (Delta > 0 ? BLACK : WHITE);
Bitboard b;
Square to;
// This is the only possible under promotion that can give a check
// not already included in the queen-promotion.
if ( Type == MV_CHECK
- && bit_is_set(pos.attacks_from<KNIGHT>(to), pos.king_square(Them)))
+ && bit_is_set(pos.attacks_from<KNIGHT>(to), pos.king_square(Delta > 0 ? BLACK : WHITE)))
(*mlist++).move = make_promotion_move(to - Delta, to, KNIGHT);
else (void)pos; // Silence a warning under MSVC
}
// En passant captures
if ((Type == MV_CAPTURE || Type == MV_EVASION) && pos.ep_square() != SQ_NONE)
{
- assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
- assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
+ assert(Us != WHITE || rank_of(pos.ep_square()) == RANK_6);
+ assert(Us != BLACK || rank_of(pos.ep_square()) == RANK_3);
// An en passant capture can be an evasion only if the checking piece
// is the double pushed pawn and so is in the target. Otherwise this
while (b1)
{
to = pop_1st_bit(&b1);
- (*mlist++).move = make_ep_move(to, pos.ep_square());
+ (*mlist++).move = make_enpassant_move(to, pos.ep_square());
}
}
return mlist;
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
CastleRight f = CastleRight((Side == KING_SIDE ? WHITE_OO : WHITE_OOO) << us);
- Color them = opposite_color(us);
+ Color them = flip(us);
// After castling, the rook and king's final positions are exactly the same
// in Chess960 as they would be in standard chess.