// 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) while (b) (*mlist++).move = make_move(from, pop_1st_bit<false>(&b))
+#define SERIALIZE_MOVES(b, bsf) while (b) (*mlist++).move = make_move(from, pop_1st_bit<bsf>(&b))
////
//// Local definitions
}
// Template generate_piece_checks() with specializations
- template<PieceType>
+ template<PieceType, bool HasBSF>
MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
template<>
- inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ inline MoveStack* generate_piece_checks<PAWN, false>(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>
+ template<PieceType, bool HasBSF>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
- MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
+ MoveStack* generate_piece_moves<KING, false>(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>
+ template<PieceType, bool HasBSF>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
- Color us, Bitboard t, Bitboard pnd) {
+ inline MoveStack* generate_piece_moves<PAWN, false>(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>
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>(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<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<PAWN, CAPTURE>(pos, mlist, us);
- mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING, false>(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>(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_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_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>(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);
+ 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);
// 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>(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);
+ 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);
}
}
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
namespace {
- template<PieceType Piece>
+ template<PieceType Piece, bool HasBSF>
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);
+ SERIALIZE_MOVES(b, HasBSF);
}
return mlist;
}
- template<PieceType Piece>
+ template<PieceType Piece, bool HasBSF>
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);
+ SERIALIZE_MOVES(b, HasBSF);
}
return mlist;
}
template<>
- MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ MoveStack* generate_piece_moves<KING, false>(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);
+ SERIALIZE_MOVES(b, false);
return mlist;
}
return mlist;
}
- template<PieceType Piece>
+ template<PieceType Piece, bool HasBSF>
MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
- SERIALIZE_MOVES(bb);
+ SERIALIZE_MOVES(bb, HasBSF);
}
// Direct checks
continue;
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- SERIALIZE_MOVES(bb);
+ SERIALIZE_MOVES(bb, HasBSF);
}
}
return mlist;