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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>
This commit is contained in:
Marco Costalba 2012-01-21 12:07:03 +01:00
parent 6058e7cf60
commit 28892666bd

View file

@ -35,7 +35,7 @@ namespace {
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 };
@ -96,7 +96,7 @@ namespace {
: 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;
}
@ -119,8 +119,8 @@ namespace {
(*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
@ -134,7 +134,7 @@ namespace {
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);
@ -240,43 +240,24 @@ namespace {
Color us, const CheckInfo& ci) {
assert(Pt != KING && Pt != PAWN);
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 ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
&& !(PseudoAttacks[Pt][from] & checkSqs))
continue;
if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
continue;
Bitboard b = pos.attacks_from<Pt>(from) & checkSqs;
SERIALIZE(b);
} while ((from = *pl++) != SQ_NONE);
return mlist;
}
template<PieceType Pt>
FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Bitboard b;
Bitboard b, target;
Square from;
const Square* pl = pos.piece_list(us, Pt);
if (*pl != SQ_NONE)
{
target = ci.checkSq[Pt] & pos.empty_squares(); // Non capture checks only
do {
from = *pl;
if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
&& !(PseudoAttacks[Pt][from] & target))
continue;
if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
continue;
b = pos.attacks_from<Pt>(from) & target;
SERIALIZE(b);
} while (*++pl != SQ_NONE);
@ -286,9 +267,29 @@ namespace {
}
template<>
FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
template<PieceType Pt>
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_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);
@ -328,16 +329,16 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
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;
@ -386,8 +387,8 @@ MoveStack* generate<MV_NON_CAPTURE_CHECK>(const Position& pos, MoveStack* 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;
@ -458,10 +459,10 @@ MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* 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);
}