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Add a generate_piece_checks() specialization for the king

Also reshuffle the code a bit.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-19 13:22:03 +01:00
parent 2bea93975e
commit 305b711ca8

View file

@ -70,6 +70,93 @@ namespace {
template<PieceType>
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
/// Templates are defined here to avoid lookup issues with specializations
template<PieceType Piece>
int generate_piece_moves(const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
int n = 0;
for (int i = 0; i < pos.piece_count(side, Piece); i++)
{
Square from = pos.piece_list(side, Piece, i);
Bitboard b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
Square to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
Square ksq, MoveStack* mlist, int n) {
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
// Direct checks
b = target & ~dc;
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
template<> // Special case the King
int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
Square ksq, MoveStack* mlist, int n) {
if (bit_is_set(dc, ksq))
{
Bitboard bb = pos.piece_attacks<KING>(ksq)
& pos.empty_squares()
& ~QueenPseudoAttacks[ksq];
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(ksq, to);
}
}
return n;
}
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
Bitboard blockSquares, MoveStack* mlist, int n) {
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
}
@ -172,17 +259,8 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
if (b)
n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
// King moves
Square from = pos.king_square(us);
if (bit_is_set(dc, from))
{
b = pos.piece_attacks<KING>(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
while (b)
{
Square to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
// Hopefully we always have a king ;-)
n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
// TODO: Castling moves!
@ -680,28 +758,6 @@ namespace {
}
template<PieceType Piece>
int generate_piece_moves(const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
Square from, to;
Bitboard b;
int n = 0;
for (int i = 0; i < pos.piece_count(side, Piece); i++)
{
from = pos.piece_list(side, Piece, i);
b = pos.piece_attacks<Piece>(from) & target;
while (b)
{
to = pop_1st_bit(&b);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
int n = 0;
@ -767,38 +823,6 @@ namespace {
return n;
}
template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
Square ksq, MoveStack* mlist, int n) {
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
// Direct checks
b = target & ~dc;
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
@ -851,23 +875,6 @@ namespace {
}
template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
Bitboard blockSquares, MoveStack* mlist, int n) {
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
while (bb)
{
Square to = pop_1st_bit(&bb);
mlist[n++].move = make_move(from, to);
}
}
return n;
}
int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {
// Find non-pinned pawns