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https://github.com/sockspls/badfish
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movegen: prefer (*mlist++) to mlist[n++]
Teoretically faster, practically it helps to removes some more lines. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
parent
b145e99559
commit
2d867109d9
1 changed files with 132 additions and 141 deletions
273
src/movegen.cpp
273
src/movegen.cpp
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@ -33,72 +33,72 @@
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namespace {
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// Function
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int generate_castle_moves(const Position&, MoveStack*);
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MoveStack* generate_castle_moves(const Position&, MoveStack*);
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// Template generate_pawn_captures() with specializations
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template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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int do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
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MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
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template<Color>
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inline int generate_pawn_captures(const Position& p, MoveStack* m) {
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inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
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return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
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}
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template<>
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inline int generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
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inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
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return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
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}
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// Template generate_pawn_noncaptures() with specializations
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template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
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int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
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template<Color>
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inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) {
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inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
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return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
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}
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template<>
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inline int generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
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inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
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return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
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}
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// Template generate_pawn_blocking_evasions() with specializations
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template<Color Us, Bitboard, Bitboard, SquareDelta>
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int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist);
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MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
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Bitboard blockSquares, MoveStack* mlist);
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template<Color>
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inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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return do_generate_pawn_blocking_evasions<WHITE, Rank8BB, Rank3BB, DELTA_N>(p, np, bs, m);
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}
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template<>
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inline int generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
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return do_generate_pawn_blocking_evasions<BLACK, Rank1BB, Rank6BB, DELTA_S>(p, np, bs, m);
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}
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// Template generate_pawn_checks() with specializations
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template<Color, Color, Bitboard, Bitboard, SquareDelta>
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int do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
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template<Color>
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inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
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}
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template<>
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inline int generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
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return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
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}
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// non-pawn templates
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template<PieceType>
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int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
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MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
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template<>
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int generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
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MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
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template<PieceType>
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int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
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int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
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MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
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MoveStack* generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
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template<PieceType>
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int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
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}
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@ -117,46 +117,46 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
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Color us = pos.side_to_move();
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Bitboard target = pos.pieces_of_color(opposite_color(us));
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int n;
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MoveStack* mlist_start = mlist;
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if (us == WHITE)
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n = generate_pawn_captures<WHITE>(pos, mlist);
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mlist = generate_pawn_captures<WHITE>(pos, mlist);
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else
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n = generate_pawn_captures<BLACK>(pos, mlist);
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mlist = generate_pawn_captures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
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n += generate_piece_moves<KING>(pos, mlist+n, us, target);
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return n;
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mlist = generate_piece_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_piece_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_piece_moves<KING>(pos, mlist, us, target);
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return int(mlist - mlist_start);
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}
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/// generate_noncaptures() generates all pseudo-legal non-captures and
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/// underpromotions. The return value is the number of moves generated.
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int generate_noncaptures(const Position& pos, MoveStack *mlist) {
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int generate_noncaptures(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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Color us = pos.side_to_move();
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Bitboard target = pos.empty_squares();
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int n;
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MoveStack* mlist_start = mlist;
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if (us == WHITE)
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n = generate_pawn_noncaptures<WHITE>(pos, mlist);
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mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
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else
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n = generate_pawn_noncaptures<BLACK>(pos, mlist);
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mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
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n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
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n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
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n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
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n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
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n += generate_piece_moves<KING>(pos, mlist+n, us, target);
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n += generate_castle_moves(pos, mlist+n);
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return n;
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mlist = generate_piece_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_piece_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_piece_moves<KING>(pos, mlist, us, target);
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mlist = generate_castle_moves(pos, mlist);
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return int(mlist - mlist_start);
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}
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@ -169,9 +169,9 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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assert(pos.is_ok());
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assert(!pos.is_check());
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int n;
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Color us = pos.side_to_move();
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Square ksq = pos.king_square(opposite_color(us));
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MoveStack* mlist_start = mlist;
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assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
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@ -179,33 +179,33 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
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// Pawn moves
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if (us == WHITE)
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n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
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mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
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else
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n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
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mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
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// Pieces moves
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Bitboard b = pos.knights(us);
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if (b)
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n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
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mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
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b = pos.bishops(us);
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if (b)
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n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
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mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
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b = pos.rooks(us);
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if (b)
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n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
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mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
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b = pos.queens(us);
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if (b)
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n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
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mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
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// Hopefully we always have a king ;-)
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n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
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mlist = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist);
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// TODO: Castling moves!
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return n;
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return int(mlist - mlist_start);
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}
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@ -219,11 +219,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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assert(pos.is_ok());
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assert(pos.is_check());
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Square from, to;
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Color us = pos.side_to_move();
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Color them = opposite_color(us);
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Square ksq = pos.king_square(us);
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Square from, to;
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int n = 0;
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MoveStack* mlist_start = mlist;
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assert(pos.piece_on(ksq) == king_of_color(us));
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@ -236,18 +236,18 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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{
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to = pop_1st_bit(&b1);
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// Make sure to is not attacked by the other side. This is a bit ugly,
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// Make sure 'to' is not attacked by the other side. This is a bit ugly,
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// because we can't use Position::square_is_attacked. Instead we use
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// the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
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// b2 (the occupied squares with the king removed) in order to test whether
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// the king will remain in check on the destination square.
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if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
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|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
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|| (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
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if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
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|| (pos.pawn_attacks(us, to) & pos.pawns(them))
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|| (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
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|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
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|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
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mlist[n++].move = make_move(ksq, to);
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(*mlist++).move = make_move(ksq, to);
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}
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// Generate evasions for other pieces only if not double check. We use a
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@ -273,12 +273,12 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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from = pop_1st_bit(&b1);
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if (relative_rank(us, checksq) == RANK_8)
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{
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mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
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mlist[n++].move = make_promotion_move(from, checksq, ROOK);
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mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
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mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
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(*mlist++).move = make_promotion_move(from, checksq, QUEEN);
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(*mlist++).move = make_promotion_move(from, checksq, ROOK);
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(*mlist++).move = make_promotion_move(from, checksq, BISHOP);
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(*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
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} else
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mlist[n++].move = make_move(from, checksq);
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(*mlist++).move = make_move(from, checksq);
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}
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// Pieces captures
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while (b1)
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{
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from = pop_1st_bit(&b1);
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mlist[n++].move = make_move(from, checksq);
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(*mlist++).move = make_move(from, checksq);
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}
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// Blocking check evasions are possible only if the checking piece is
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// Pawn moves. Because a blocking evasion can never be a capture, we
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// only generate pawn pushes.
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if (us == WHITE)
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n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
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generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
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else
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n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
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generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
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// Pieces moves
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b1 = pos.knights(us) & not_pinned;
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if (b1)
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n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
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generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
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b1 = pos.bishops(us) & not_pinned;
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if (b1)
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n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
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generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
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b1 = pos.rooks(us) & not_pinned;
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if (b1)
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n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
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generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
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b1 = pos.queens(us) & not_pinned;
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if (b1)
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n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
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generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
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}
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// Finally, the ugly special case of en passant captures. An en passant
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@ -353,11 +353,11 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
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if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
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||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))))
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mlist[n++].move = make_ep_move(from, to);
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(*mlist++).move = make_ep_move(from, to);
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}
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}
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}
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return n;
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return int(mlist - mlist_start);
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}
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@ -374,13 +374,13 @@ int generate_legal_moves(const Position& pos, MoveStack* mlist) {
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if (pos.is_check())
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return generate_evasions(pos, mlist);
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// Generate pseudo-legal moves:
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// Generate pseudo-legal moves
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int n = generate_captures(pos, mlist);
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n += generate_noncaptures(pos, mlist + n);
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Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
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// Remove illegal moves from the list:
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// Remove illegal moves from the list
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for (int i = 0; i < n; i++)
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if (!pos.move_is_legal(mlist[i].move, pinned))
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mlist[i--].move = mlist[--n].move;
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@ -571,11 +571,10 @@ Move generate_move_if_legal(const Position& pos, Move m, Bitboard pinned) {
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namespace {
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template<PieceType Piece>
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int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Square from, to;
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Bitboard b;
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int n = 0;
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for (int i = 0; i < pos.piece_count(us, Piece); i++)
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{
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@ -584,32 +583,30 @@ namespace {
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while (b)
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{
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to = pop_1st_bit(&b);
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mlist[n++].move = make_move(from, to);
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(*mlist++).move = make_move(from, to);
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}
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}
|
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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);
|
||||
|
@ -617,22 +614,21 @@ namespace {
|
|||
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;
|
||||
|
@ -642,7 +638,7 @@ namespace {
|
|||
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
|
||||
|
@ -650,7 +646,7 @@ namespace {
|
|||
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
|
||||
|
@ -661,7 +657,7 @@ namespace {
|
|||
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
|
||||
|
@ -669,7 +665,7 @@ namespace {
|
|||
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
|
||||
|
@ -677,7 +673,7 @@ namespace {
|
|||
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
|
||||
|
@ -692,32 +688,31 @@ namespace {
|
|||
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
|
||||
|
@ -725,9 +720,9 @@ namespace {
|
|||
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
|
||||
|
@ -736,15 +731,15 @@ namespace {
|
|||
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
|
||||
|
@ -752,19 +747,18 @@ namespace {
|
|||
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
|
||||
|
@ -775,7 +769,7 @@ namespace {
|
|||
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
|
||||
|
@ -783,7 +777,7 @@ namespace {
|
|||
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
|
||||
|
@ -797,7 +791,7 @@ namespace {
|
|||
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
|
||||
|
@ -808,16 +802,15 @@ namespace {
|
|||
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)
|
||||
{
|
||||
|
@ -826,7 +819,7 @@ namespace {
|
|||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
mlist[n++].move = make_move(from, to);
|
||||
(*mlist++).move = make_move(from, to);
|
||||
}
|
||||
}
|
||||
// Direct checks
|
||||
|
@ -839,15 +832,14 @@ namespace {
|
|||
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)
|
||||
|
@ -856,18 +848,17 @@ namespace {
|
|||
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,
|
||||
|
@ -881,12 +872,12 @@ namespace {
|
|||
|
||||
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
|
||||
|
@ -900,15 +891,14 @@ namespace {
|
|||
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))
|
||||
|
@ -938,7 +928,7 @@ namespace {
|
|||
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))
|
||||
|
@ -966,9 +956,10 @@ namespace {
|
|||
illegal = true;
|
||||
|
||||
if (!illegal)
|
||||
mlist[n++].move = make_castle_move(ksq, rsq);
|
||||
(*mlist++).move = make_castle_move(ksq, rsq);
|
||||
}
|
||||
}
|
||||
return n;
|
||||
return mlist;
|
||||
}
|
||||
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue