// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
-#define SERIALIZE_MOVES(b, bsf) while (b) (*mlist++).move = make_move(from, pop_1st_bit<bsf>(&b))
+#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
+
+// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
+#define SERIALIZE_MOVES_D(b, d) while (b) { to = pop_1st_bit(&b); (*mlist++).move = make_move(to + (d), to); }
////
//// Local definitions
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);
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion);
template<Color Us>
MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
}
// Template generate_piece_checks() with specializations
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
template<>
- inline MoveStack* generate_piece_checks<PAWN, false>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
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
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
- MoveStack* generate_piece_moves<KING, false>(const Position&, MoveStack*, Color, Bitboard);
+ MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
: generate_pawn_noncaptures<BLACK>(p, m));
}
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_moves<PAWN, false>(const Position& p, MoveStack* m,
- Color us, Bitboard t, Bitboard pnd) {
+ inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
+ Color us, Bitboard t, Bitboard pnd) {
return (us == WHITE ? generate_pawn_blocking_evasions<WHITE>(p, pnd, t, m)
: generate_pawn_blocking_evasions<BLACK>(p, pnd, t, m));
/// generate_captures generates() all pseudo-legal captures and queen
-/// promotions. The return value is the number of moves generated.
-template<bool HasBSF>
+/// promotions. The return value is the number of moves generated.
+
int generate_captures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
Bitboard target = pos.pieces_of_color(opposite_color(us));
MoveStack* mlist_start = mlist;
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
- mlist = generate_piece_moves<KING, false>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
return int(mlist - mlist_start);
}
-int generate_captures(const Position& pos, MoveStack* mlist) {
-
- return CpuHasPOPCNT ? generate_captures<true>(pos, mlist)
- : generate_captures<false>(pos, mlist);
-}
-
/// generate_noncaptures() generates all pseudo-legal non-captures and
/// underpromotions. The return value is the number of moves generated.
-template<bool HasBSF>
+
int generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
MoveStack* mlist_start = mlist;
mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<KING, false>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
return int(mlist - mlist_start);
}
-int generate_noncaptures(const Position& pos, MoveStack* mlist) {
-
- return CpuHasPOPCNT ? generate_noncaptures<true>(pos, mlist)
- : generate_noncaptures<false>(pos, mlist);
-}
-
/// generate_non_capture_checks() generates all pseudo-legal non-capturing,
/// non-promoting checks. It returns the number of generated moves.
-template<bool HasBSF>
+
int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
assert(pos.is_ok());
assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
// Pieces moves
- mlist = generate_piece_checks<PAWN, false>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<KNIGHT, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<BISHOP, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<ROOK, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<QUEEN, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<KING, false>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
// Castling moves that give check. Very rare but nice to have!
if ( pos.can_castle_queenside(us)
return int(mlist - mlist_start);
}
-int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
-
- return CpuHasPOPCNT ? generate_non_capture_checks<true>(pos, mlist, dc)
- : generate_non_capture_checks<false>(pos, mlist, dc);
-}
-
/// generate_evasions() generates all check evasions when the side to move is
/// in check. Unlike the other move generation functions, this one generates
/// only legal moves. It returns the number of generated moves.
-template<bool HasBSF>
+
int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(pos.is_ok());
if (blockSquares != EmptyBoardBB)
{
- mlist = generate_piece_moves<PAWN, false>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, blockSquares, pinned);
+ 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);
}
}
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
- assert(count_1s<false>(b1) == 1 || count_1s<false>(b1) == 2);
+ assert(count_1s(b1) == 1 || count_1s(b1) == 2);
b1 &= ~pinned;
while (b1)
return int(mlist - mlist_start);
}
-int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
-
- return CpuHasPOPCNT ? generate_evasions<true>(pos, mlist, pinned)
- : generate_evasions<false>(pos, mlist, pinned);
-}
-
/// generate_legal_moves() computes a complete list of legal moves in the
/// current position. This function is not very fast, and should be used
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
// be a promotion.
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE))
- && !move_promotion(m))
+ && !move_is_promotion(m))
return false;
// Proceed according to the square delta between the source and
// Luckly we can handle all the other pieces in one go
return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
&& pos.pl_move_is_legal(m, pinned)
- && !move_promotion(m));
+ && !move_is_promotion(m));
+}
+
+
+/// Another version of move_is_legal(), which takes only a position and a move
+/// as input. This function does not require that the side to move is not in
+/// check. It is not optimized for speed, and is only used for verifying move
+/// legality when building a PV from the transposition table.
+
+bool move_is_legal(const Position& pos, const Move m) {
+
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+ if (!pos.is_check())
+ return move_is_legal(pos, m, pinned);
+ else
+ {
+ Position p(pos);
+ MoveStack moves[64];
+ int n = generate_evasions(p, moves, pinned);
+ for (int i = 0; i < n; i++)
+ if (moves[i].move == m)
+ return true;
+ return false;
+ }
}
namespace {
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Square from;
{
from = pos.piece_list(us, Piece, i);
b = pos.piece_attacks<Piece>(from) & target;
- SERIALIZE_MOVES(b, HasBSF);
+ SERIALIZE_MOVES(b);
}
return mlist;
}
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
Color us, Bitboard target, Bitboard pinned) {
Square from;
continue;
b = pos.piece_attacks<Piece>(from) & target;
- SERIALIZE_MOVES(b, HasBSF);
+ SERIALIZE_MOVES(b);
}
return mlist;
}
template<>
- MoveStack* generate_piece_moves<KING, false>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ 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, false);
+ SERIALIZE_MOVES(b);
return mlist;
}
template<Color Us, SquareDelta Diagonal>
- MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & TRank8BB;
- while (b2)
+ if (promotion)
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
+ Bitboard b2 = b1 & TRank8BB;
+ b1 &= ~TRank8BB;
+ while (b2)
+ {
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
+ }
}
// Capturing non-promotions
- b2 = b1 & ~TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TTDELTA_NE, to);
- }
+ SERIALIZE_MOVES_D(b1, -TTDELTA_NE);
return mlist;
}
// Calculate our parametrized parameters at compile time
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+ bool possiblePromotion = (pawns & TRank7BB);
// 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);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces, possiblePromotion);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces, possiblePromotion);
// Non-capturing promotions
- Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
- while (b1)
+ if (possiblePromotion)
{
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ }
}
// En passant captures
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
+ Bitboard b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
assert(b1 != EmptyBoardBB);
while (b1)
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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);
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;
- while (b1)
+ if (pawns & TRank7BB) // There is some promotion candidate ?
{
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
- }
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
- // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
- while (b1)
- {
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
+ // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
+ b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
+ }
+
+ // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
+ b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
+ }
+
+ // Underpromotion pawn pushes
+ b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
+ }
}
// Single pawn pushes
- b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
- b2 = b1 & TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
- }
- b2 = b1 & ~TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N, to);
- }
+ b2 = b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
+ SERIALIZE_MOVES_D(b2, -TDELTA_N);
// Double pawn pushes
b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
- }
+ SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
return mlist;
}
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N);
+ Square to;
Bitboard b1, b2, b3;
Bitboard pawns = pos.pawns(Us);
// Discovered checks, single pawn pushes, no promotions
b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N, to);
- }
+ SERIALIZE_MOVES_D(b3, -TDELTA_N);
// Discovered checks, double pawn pushes
b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
- }
+ SERIALIZE_MOVES_D(b3, -TDELTA_N -TDELTA_N);
}
// Direct checks. These are possible only for pawns on neighboring files
// 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)
+
+ // We can get false positives if (ksq + x) is not in [0,63] range but
+ // is not a problem, they will be filtered out later.
+ b2 = b1 & (rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S));
+ if (!b2)
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)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N, to);
- }
+ SERIALIZE_MOVES_D(b3, -TDELTA_N);
// Direct checks, double pawn pushes
b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
- }
+ SERIALIZE_MOVES_D(b3, -TDELTA_N -TDELTA_N);
return mlist;
}
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
- SERIALIZE_MOVES(bb, HasBSF);
+ SERIALIZE_MOVES(bb);
}
// Direct checks
continue;
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- SERIALIZE_MOVES(bb, HasBSF);
+ SERIALIZE_MOVES(bb);
}
}
return mlist;
Bitboard blockSquares, MoveStack* mlist) {
// Calculate our parametrized parameters at compile time
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Rank TRANK_8 = (Us == WHITE ? RANK_8 : RANK_1);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == TRank8BB)
+ if (square_rank(to) == TRANK_8)
{
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);