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Further parametrize generate_pawn_captures

We can parametrize for the capture direction too.

Also use a single template parameter and calculate (at
compile time) remainin parameters directly in the function.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-05-07 15:32:28 +02:00
parent 5c81602d14
commit 1d15b38cd8

View file

@ -56,10 +56,13 @@ namespace {
template<Color Us, Rank, Bitboard, SquareDelta>
MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
template<Color Us>
MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
template<Color Us, SquareDelta Diagonal>
MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces);
template<Color Us>
MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
template<Color, Color, Bitboard, Bitboard, SquareDelta>
@ -105,11 +108,11 @@ namespace {
assert(Piece == PAWN);
if (Type == CAPTURE)
return (us == WHITE ? generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
: generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
: generate_pawn_captures<BLACK>(p, m));
else
return (us == WHITE ? generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
: generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
return (us == WHITE ? generate_pawn_noncaptures<WHITE>(p, m)
: generate_pawn_noncaptures<BLACK>(p, m));
}
template<PieceType>
@ -610,24 +613,27 @@ namespace {
return mlist;
}
template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
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) {
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
Square to;
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(Them);
// Captures in the a1-h8 (a8-h1 for black) direction
Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions
Bitboard b2 = b1 & TRank8BB;
while (b2)
{
to = pop_1st_bit(&b2);
(*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
}
// Capturing non-promotions
@ -635,30 +641,29 @@ namespace {
while (b2)
{
to = pop_1st_bit(&b2);
(*mlist++).move = make_move(to - TDELTA_NE, to);
(*mlist++).move = make_move(to - TTDELTA_NE, to);
}
return mlist;
}
// Captures in the h1-a8 (h8-a1 for black) direction
b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
template<Color Us>
MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
// Capturing promotions
b2 = b1 & TRank8BB;
while (b2)
{
to = pop_1st_bit(&b2);
(*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
}
// Calculate our parametrized parameters at compile time
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
// Capturing non-promotions
b2 = b1 & ~TRank8BB;
while (b2)
{
to = pop_1st_bit(&b2);
(*mlist++).move = make_move(to - TDELTA_NW, to);
}
Square to;
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
// 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);
// Non-capturing promotions
b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
while (b1)
{
to = pop_1st_bit(&b1);
@ -683,16 +688,21 @@ namespace {
return mlist;
}
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
template<Color Us>
MoveStack* 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();
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
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;
@ -745,7 +755,6 @@ namespace {
template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
// Find all friendly pawns not on the enemy king's file
Bitboard b1, b2, b3;
Bitboard empty = pos.empty_squares();