enum CastlingSide { KING_SIDE, QUEEN_SIDE };
template<CastlingSide Side, bool OnlyChecks>
- MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
+ MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
Side ? BLACK_OOO : BLACK_OO };
: Delta == DELTA_NE ? (p & ~FileHBB) << 9
: Delta == DELTA_SE ? (p & ~FileHBB) >> 7
: Delta == DELTA_NW ? (p & ~FileABB) << 7
- : Delta == DELTA_SW ? (p & ~FileABB) >> 9 : p;
+ : Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0;
}
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
}
- // Knight-promotion is the only one that can give a check (direct or
- // discovered) not already included in the queen-promotion.
+ // Knight-promotion is the only one that can give a direct check not
+ // already included in the queen-promotion.
if (Type == MV_NON_CAPTURE_CHECK && bit_is_set(StepAttacksBB[W_KNIGHT][to], ksq))
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
else
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
- // Calculate our parametrized parameters at compile time, named according to
+ // Compute our parametrized parameters at compile time, named according to
// the point of view of white side.
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
Color us, const CheckInfo& ci) {
assert(Pt != KING && Pt != PAWN);
+ Bitboard b, target;
Square from;
const Square* pl = pos.piece_list(us, Pt);
- if ((from = *pl++) == SQ_NONE)
- return mlist;
-
- Bitboard checkSqs = ci.checkSq[Pt] & pos.empty_squares();
-
- do
+ if (*pl != SQ_NONE)
{
- if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
- && !(PseudoAttacks[Pt][from] & checkSqs))
- continue;
+ target = ci.checkSq[Pt] & pos.empty_squares(); // Non capture checks only
- if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
- continue;
+ do {
+ from = *pl;
- Bitboard b = pos.attacks_from<Pt>(from) & checkSqs;
- SERIALIZE(b);
+ if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
+ && !(PseudoAttacks[Pt][from] & target))
+ continue;
- } while ((from = *pl++) != SQ_NONE);
+ if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
+ continue;
+
+ b = pos.attacks_from<Pt>(from) & target;
+ SERIALIZE(b);
+ } while (*++pl != SQ_NONE);
+ }
return mlist;
}
template<PieceType Pt>
- FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target) {
+ assert(Pt != KING && Pt != PAWN);
Bitboard b;
Square from;
const Square* pl = pos.piece_list(us, Pt);
if (*pl != SQ_NONE)
- {
do {
from = *pl;
b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
} while (*++pl != SQ_NONE);
- }
return mlist;
}
template<>
- FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
+ FORCE_INLINE MoveStack* generate_moves<KING>(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target) {
Square from = pos.king_square(us);
Bitboard b = pos.attacks_from<KING>(from) & target;
SERIALIZE(b);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, 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_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_moves<KING>(pos, mlist, us, target);
if (Type != MV_CAPTURE && pos.can_castle(us))
{
- mlist = generate_castle_moves<KING_SIDE, false>(pos, mlist, us);
- mlist = generate_castle_moves<QUEEN_SIDE, false>(pos, mlist, us);
+ mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
+ mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
}
return mlist;
if (pos.can_castle(us))
{
- mlist = generate_castle_moves<KING_SIDE, true>(pos, mlist, us);
- mlist = generate_castle_moves<QUEEN_SIDE, true>(pos, mlist, us);
+ mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
+ mlist = generate_castle<QUEEN_SIDE, true>(pos, mlist, us);
}
return mlist;
mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_EVASION>(pos, mlist, target)
: generate_pawn_moves<BLACK, MV_EVASION>(pos, mlist, 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);
- return generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_moves<ROOK>(pos, mlist, us, target);
+ return generate_moves<QUEEN>(pos, mlist, us, target);
}