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https://github.com/sockspls/badfish
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Sync generate_direct_checks() with generate_piece_moves()
They are almost the same, if the function arguments would have been the same they could even be integrated. Also a bit of renaming while there. No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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6058e7cf60
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1 changed files with 51 additions and 50 deletions
101
src/movegen.cpp
101
src/movegen.cpp
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@ -35,7 +35,7 @@ namespace {
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enum CastlingSide { KING_SIDE, QUEEN_SIDE };
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enum CastlingSide { KING_SIDE, QUEEN_SIDE };
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template<CastlingSide Side, bool OnlyChecks>
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template<CastlingSide Side, bool OnlyChecks>
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MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
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MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
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const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
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const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
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Side ? BLACK_OOO : BLACK_OO };
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Side ? BLACK_OOO : BLACK_OO };
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@ -96,7 +96,7 @@ namespace {
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: Delta == DELTA_NE ? (p & ~FileHBB) << 9
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: Delta == DELTA_NE ? (p & ~FileHBB) << 9
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: Delta == DELTA_SE ? (p & ~FileHBB) >> 7
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: Delta == DELTA_SE ? (p & ~FileHBB) >> 7
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: Delta == DELTA_NW ? (p & ~FileABB) << 7
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: Delta == DELTA_NW ? (p & ~FileABB) << 7
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: Delta == DELTA_SW ? (p & ~FileABB) >> 9 : p;
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: Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0;
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}
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}
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@ -119,8 +119,8 @@ namespace {
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(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
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(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
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}
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}
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// Knight-promotion is the only one that can give a check (direct or
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// Knight-promotion is the only one that can give a direct check not
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// discovered) not already included in the queen-promotion.
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// already included in the queen-promotion.
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if (Type == MV_NON_CAPTURE_CHECK && bit_is_set(StepAttacksBB[W_KNIGHT][to], ksq))
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if (Type == MV_NON_CAPTURE_CHECK && bit_is_set(StepAttacksBB[W_KNIGHT][to], ksq))
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(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
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(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
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else
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else
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@ -134,7 +134,7 @@ namespace {
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template<Color Us, MoveType Type>
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template<Color Us, MoveType Type>
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MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
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MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
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// Calculate our parametrized parameters at compile time, named according to
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// Compute our parametrized parameters at compile time, named according to
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// the point of view of white side.
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// the point of view of white side.
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
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@ -240,43 +240,24 @@ namespace {
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Color us, const CheckInfo& ci) {
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Color us, const CheckInfo& ci) {
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assert(Pt != KING && Pt != PAWN);
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assert(Pt != KING && Pt != PAWN);
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Square from;
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Bitboard b, target;
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const Square* pl = pos.piece_list(us, Pt);
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if ((from = *pl++) == SQ_NONE)
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return mlist;
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Bitboard checkSqs = ci.checkSq[Pt] & pos.empty_squares();
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do
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{
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if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
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&& !(PseudoAttacks[Pt][from] & checkSqs))
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continue;
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if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
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continue;
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Bitboard b = pos.attacks_from<Pt>(from) & checkSqs;
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SERIALIZE(b);
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} while ((from = *pl++) != SQ_NONE);
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return mlist;
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}
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template<PieceType Pt>
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FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Bitboard b;
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Square from;
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Square from;
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const Square* pl = pos.piece_list(us, Pt);
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const Square* pl = pos.piece_list(us, Pt);
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if (*pl != SQ_NONE)
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if (*pl != SQ_NONE)
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{
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{
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target = ci.checkSq[Pt] & pos.empty_squares(); // Non capture checks only
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do {
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do {
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from = *pl;
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from = *pl;
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if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
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&& !(PseudoAttacks[Pt][from] & target))
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continue;
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if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
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continue;
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b = pos.attacks_from<Pt>(from) & target;
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b = pos.attacks_from<Pt>(from) & target;
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SERIALIZE(b);
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SERIALIZE(b);
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} while (*++pl != SQ_NONE);
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} while (*++pl != SQ_NONE);
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@ -286,9 +267,29 @@ namespace {
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}
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}
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template<>
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template<PieceType Pt>
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FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
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Color us, Bitboard target) {
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assert(Pt != KING && Pt != PAWN);
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Bitboard b;
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Square from;
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const Square* pl = pos.piece_list(us, Pt);
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if (*pl != SQ_NONE)
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do {
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from = *pl;
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b = pos.attacks_from<Pt>(from) & target;
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SERIALIZE(b);
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} while (*++pl != SQ_NONE);
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return mlist;
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}
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template<>
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FORCE_INLINE MoveStack* generate_moves<KING>(const Position& pos, MoveStack* mlist,
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Color us, Bitboard target) {
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Square from = pos.king_square(us);
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Square from = pos.king_square(us);
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Bitboard b = pos.attacks_from<KING>(from) & target;
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Bitboard b = pos.attacks_from<KING>(from) & target;
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SERIALIZE(b);
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SERIALIZE(b);
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@ -328,16 +329,16 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
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mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
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mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
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: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
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: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
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mlist = generate_moves<QUEEN>(pos, mlist, us, target);
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mlist = generate_piece_moves<KING>(pos, mlist, us, target);
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mlist = generate_moves<KING>(pos, mlist, us, target);
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if (Type != MV_CAPTURE && pos.can_castle(us))
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if (Type != MV_CAPTURE && pos.can_castle(us))
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{
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{
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mlist = generate_castle_moves<KING_SIDE, false>(pos, mlist, us);
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mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
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mlist = generate_castle_moves<QUEEN_SIDE, false>(pos, mlist, us);
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mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
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}
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}
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return mlist;
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return mlist;
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@ -386,8 +387,8 @@ MoveStack* generate<MV_NON_CAPTURE_CHECK>(const Position& pos, MoveStack* mlist)
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if (pos.can_castle(us))
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if (pos.can_castle(us))
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{
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{
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mlist = generate_castle_moves<KING_SIDE, true>(pos, mlist, us);
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mlist = generate_castle<KING_SIDE, true>(pos, mlist, us);
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mlist = generate_castle_moves<QUEEN_SIDE, true>(pos, mlist, us);
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mlist = generate_castle<QUEEN_SIDE, true>(pos, mlist, us);
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}
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}
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return mlist;
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return mlist;
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@ -458,10 +459,10 @@ MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
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mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_EVASION>(pos, mlist, target)
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mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_EVASION>(pos, mlist, target)
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: generate_pawn_moves<BLACK, MV_EVASION>(pos, mlist, target));
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: generate_pawn_moves<BLACK, MV_EVASION>(pos, mlist, target));
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_moves<ROOK>(pos, mlist, us, target);
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return generate_piece_moves<QUEEN>(pos, mlist, us, target);
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return generate_moves<QUEEN>(pos, mlist, us, target);
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}
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}
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