namespace {
// Function
- int generate_castle_moves(const Position&, MoveStack*);
+ MoveStack* generate_castle_moves(const Position&, MoveStack*);
// Template generate_pawn_captures() with specializations
template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- int do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
template<Color>
- inline int generate_pawn_captures(const Position& p, MoveStack* m) {
+ inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
}
template<>
- inline int generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
+ inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
}
// Template generate_pawn_noncaptures() with specializations
template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
template<Color>
- inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) {
+ inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
}
template<>
- inline int generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
+ inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
}
// Template generate_pawn_blocking_evasions() with specializations
template<Color Us, Bitboard, Bitboard, SquareDelta>
- int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist);
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist);
template<Color>
- inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
return do_generate_pawn_blocking_evasions<WHITE, Rank8BB, Rank3BB, DELTA_N>(p, np, bs, m);
}
template<>
- inline int generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
return do_generate_pawn_blocking_evasions<BLACK, Rank1BB, Rank6BB, DELTA_S>(p, np, bs, m);
}
// Template generate_pawn_checks() with specializations
template<Color, Color, Bitboard, Bitboard, SquareDelta>
- int do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
}
template<>
- inline int generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
}
// non-pawn templates
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
- int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
- int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
- int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
template<PieceType>
- int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
}
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
- int n;
+ MoveStack* mlist_start = mlist;
if (us == WHITE)
- n = generate_pawn_captures<WHITE>(pos, mlist);
+ mlist = generate_pawn_captures<WHITE>(pos, mlist);
else
- n = generate_pawn_captures<BLACK>(pos, mlist);
-
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
- return n;
+ mlist = generate_pawn_captures<BLACK>(pos, mlist);
+
+ 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);
+ return int(mlist - mlist_start);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
/// underpromotions. The return value is the number of moves generated.
-int generate_noncaptures(const Position& pos, MoveStack *mlist) {
+int generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.empty_squares();
- int n;
+ MoveStack* mlist_start = mlist;
if (us == WHITE)
- n = generate_pawn_noncaptures<WHITE>(pos, mlist);
+ mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
else
- n = generate_pawn_noncaptures<BLACK>(pos, mlist);
-
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
- n += generate_castle_moves(pos, mlist+n);
- return n;
+ mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
+
+ 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(pos, mlist);
+ return int(mlist - mlist_start);
}
assert(pos.is_ok());
assert(!pos.is_check());
- int n;
Color us = pos.side_to_move();
Square ksq = pos.king_square(opposite_color(us));
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
// Pawn moves
if (us == WHITE)
- n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
+ mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
else
- n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
+ mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
// Pieces moves
Bitboard b = pos.knights(us);
if (b)
- n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
b = pos.bishops(us);
if (b)
- n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
b = pos.rooks(us);
if (b)
- n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
b = pos.queens(us);
if (b)
- n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
+ mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
// Hopefully we always have a king ;-)
- n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
+ mlist = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist);
// TODO: Castling moves!
- return n;
+ return int(mlist - mlist_start);
}
assert(pos.is_ok());
assert(pos.is_check());
+ Square from, to;
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- Square from, to;
- int n = 0;
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(us));
{
to = pop_1st_bit(&b1);
- // Make sure to is not attacked by the other side. This is a bit ugly,
+ // Make sure 'to' is not attacked by the other side. This is a bit ugly,
// because we can't use Position::square_is_attacked. Instead we use
// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
// b2 (the occupied squares with the king removed) in order to test whether
// the king will remain in check on the destination square.
- if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
+ if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
|| (pos.pawn_attacks(us, to) & pos.pawns(them))
+ || (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
+ || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
- mlist[n++].move = make_move(ksq, to);
+ (*mlist++).move = make_move(ksq, to);
}
// Generate evasions for other pieces only if not double check. We use a
from = pop_1st_bit(&b1);
if (relative_rank(us, checksq) == RANK_8)
{
- mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
- mlist[n++].move = make_promotion_move(from, checksq, ROOK);
- mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
- mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
+ (*mlist++).move = make_promotion_move(from, checksq, QUEEN);
+ (*mlist++).move = make_promotion_move(from, checksq, ROOK);
+ (*mlist++).move = make_promotion_move(from, checksq, BISHOP);
+ (*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
} else
- mlist[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Pieces captures
while (b1)
{
from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Blocking check evasions are possible only if the checking piece is
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
+ generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
else
- n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
+ generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
+ generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
+ generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
+ generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
b1 = pos.queens(us) & not_pinned;
if (b1)
- n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
+ generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
}
// Finally, the ugly special case of en passant captures. An en passant
if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))))
- mlist[n++].move = make_ep_move(from, to);
+ (*mlist++).move = make_ep_move(from, to);
}
}
}
- return n;
+ return int(mlist - mlist_start);
}
if (pos.is_check())
return generate_evasions(pos, mlist);
- // Generate pseudo-legal moves:
+ // Generate pseudo-legal moves
int n = generate_captures(pos, mlist);
n += generate_noncaptures(pos, mlist + n);
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- // Remove illegal moves from the list:
+ // Remove illegal moves from the list
for (int i = 0; i < n; i++)
if (!pos.move_is_legal(mlist[i].move, pinned))
mlist[i--].move = mlist[--n].move;
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Square from, to;
Bitboard b;
- int n = 0;
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{
while (b)
{
to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
}
- return n;
+ return mlist;
}
template<>
- int generate_piece_moves<KING>(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 to, from = pos.king_square(us);
- int n = 0;
b = pos.piece_attacks<KING>(from) & target;
while (b)
{
to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
- return n;
+ return mlist;
}
template<PieceType Piece>
- int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist) {
- int n = 0;
+ MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist) {
while (b)
{
Square from = pop_1st_bit(&b);
while (bb)
{
Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
}
- return n;
+ return mlist;
}
template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
- int do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ Square sq;
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(Them);
- Square sq;
- int n = 0;
// Captures in the a1-h8 (a8-h1 for black) direction
Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN);
}
// Capturing non-promotions
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - TDELTA_NE, sq);
+ (*mlist++).move = make_move(sq - TDELTA_NE, sq);
}
// Captures in the h1-a8 (h8-a1 for black) direction
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN);
}
// Capturing non-promotions
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - TDELTA_NW, sq);
+ (*mlist++).move = make_move(sq - TDELTA_NW, sq);
}
// Non-capturing promotions
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, QUEEN);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, QUEEN);
}
// En passant captures
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ (*mlist++).move = make_ep_move(sq, pos.ep_square());
}
}
- return n;
+ return mlist;
}
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
- int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(Them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
- int n = 0;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, ROOK);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT);
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
while (b1)
{
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, ROOK);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT);
}
// Single pawn pushes
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, KNIGHT);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, ROOK);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, BISHOP);
+ (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, KNIGHT);
}
b2 = b1 & ~TRank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - TDELTA_N, sq);
+ (*mlist++).move = make_move(sq - TDELTA_N, sq);
}
// Double pawn pushes
while (b2)
{
sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - TDELTA_N - TDELTA_N, sq);
+ (*mlist++).move = make_move(sq - TDELTA_N - TDELTA_N, sq);
}
- return n;
+ return mlist;
}
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
- int do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
+ MoveStack* do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
// Pawn moves which give discovered check. This is possible only if the
// pawn is not on the same file as the enemy king, because we don't
// generate captures.
- int n = 0;
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Discovered checks, double pawn pushes
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Direct checks, double pawn pushes
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
template<PieceType Piece>
- int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist) {
+ MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
// Discovered checks
- int n = 0;
Bitboard b = target & dc;
while (b)
{
while (bb)
{
Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
}
// Direct checks
while (bb)
{
Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
}
- return n;
+ return mlist;
}
- int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
- Square ksq, MoveStack* mlist) {
- int n = 0;
+ MoveStack* generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
if (bit_is_set(dc, from))
{
Bitboard b = pos.piece_attacks<KING>(from)
while (b)
{
Square to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
+ (*mlist++).move = make_move(from, to);
}
}
- return n;
+ return mlist;
}
template<Color Us, Bitboard TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
- int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist) {
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
// Find non-pinned pawns
- int n = 0;
Bitboard b1 = pos.pawns(Us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
if (square_rank(to) == TRANK_8)
{
- mlist[n++].move = make_promotion_move(to - TDELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - TDELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - TDELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ (*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);
} else
- mlist[n++].move = make_move(to - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
assert(Us != WHITE || square_rank(to) == RANK_4);
assert(Us != BLACK || square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
- int generate_castle_moves(const Position& pos, MoveStack* mlist) {
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
- int n = 0;
Color us = pos.side_to_move();
if (pos.can_castle(us))
illegal = true;
if (!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
if (pos.can_castle_queenside(us))
illegal = true;
if (!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
}
- return n;
+ return mlist;
}
+
}