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Simplify generate_checks()

Also rearrange signatures to be uniform.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-02-10 16:02:48 +01:00
parent 151d47dc85
commit 4f5f97107e

View file

@ -78,11 +78,11 @@ namespace {
MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist); Bitboard blockSquares, MoveStack* mlist);
template<Color> template<Color>
inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) { inline MoveStack* generate_pawn_blocking_evasions(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m); return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
} }
template<> template<>
inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) { inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, MoveStack* m, Bitboard np, Bitboard bs) {
return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m); return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
} }
@ -91,11 +91,11 @@ namespace {
MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*); MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color> template<Color>
inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) { inline MoveStack* generate_pawn_checks(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m); return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
} }
template<> template<>
inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) { inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m); return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
} }
@ -106,10 +106,10 @@ namespace {
MoveStack* 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);
template<PieceType> template<PieceType>
MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*); MoveStack* generate_piece_checks(const Position&, MoveStack*, Color us, Bitboard, Square);
template<PieceType> template<PieceType>
MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*); MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Bitboard, Bitboard);
} }
@ -187,33 +187,18 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us))); assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
dc = pos.discovered_check_candidates(us);
// Pawn moves // Pawn moves
if (us == WHITE) if (us == WHITE)
mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist); mlist = generate_pawn_checks<WHITE>(pos, mlist, dc, ksq);
else else
mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist); mlist = generate_pawn_checks<BLACK>(pos, mlist, dc, ksq);
// Pieces moves // Pieces moves
Bitboard b = pos.knights(us); mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
if (b) mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist); mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
b = pos.bishops(us); mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
if (b)
mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
b = pos.rooks(us);
if (b)
mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
b = pos.queens(us);
if (b)
mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
// Hopefully we always have a king ;-)
mlist = generate_piece_checks<KING>(pos, pos.kings(us), dc, ksq, mlist);
// Castling moves that give check. Very rare but nice to have! // Castling moves that give check. Very rare but nice to have!
if ( pos.can_castle_queenside(us) if ( pos.can_castle_queenside(us)
@ -341,26 +326,26 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
// Pawn moves. Because a blocking evasion can never be a capture, we // Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes. // only generate pawn pushes.
if (us == WHITE) if (us == WHITE)
mlist = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist); mlist = generate_pawn_blocking_evasions<WHITE>(pos, mlist, not_pinned, blockSquares);
else else
mlist = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist); mlist = generate_pawn_blocking_evasions<BLACK>(pos, mlist, not_pinned, blockSquares);
// Pieces moves // Pieces moves
b1 = pos.knights(us) & not_pinned; b1 = pos.knights(us) & not_pinned;
if (b1) if (b1)
mlist = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist); mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, b1, blockSquares);
b1 = pos.bishops(us) & not_pinned; b1 = pos.bishops(us) & not_pinned;
if (b1) if (b1)
mlist = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist); mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, b1, blockSquares);
b1 = pos.rooks(us) & not_pinned; b1 = pos.rooks(us) & not_pinned;
if (b1) if (b1)
mlist = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist); mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, b1, blockSquares);
b1 = pos.queens(us) & not_pinned; b1 = pos.queens(us) & not_pinned;
if (b1) if (b1)
mlist = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist); mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, b1, blockSquares);
} }
// Finally, the ugly special case of en passant captures. An en passant // Finally, the ugly special case of en passant captures. An en passant
@ -636,8 +621,8 @@ namespace {
} }
template<PieceType Piece> template<PieceType Piece>
MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b, MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist,
Bitboard blockSquares, MoveStack* mlist) { Bitboard b, Bitboard blockSquares) {
while (b) while (b)
{ {
Square from = pop_1st_bit(&b); Square from = pop_1st_bit(&b);
@ -837,8 +822,11 @@ namespace {
} }
template<PieceType Piece> template<PieceType Piece>
MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc, MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
Square ksq, MoveStack* mlist) { Bitboard dc, Square ksq) {
Bitboard target = pos.pieces_of_color_and_type(us, Piece);
// Discovered checks // Discovered checks
Bitboard b = target & dc; Bitboard b = target & dc;
while (b) while (b)
@ -851,11 +839,11 @@ namespace {
SERIALIZE_MOVES(bb); SERIALIZE_MOVES(bb);
} }
if (Piece == KING)
return mlist;
// Direct checks // Direct checks
b = target & ~dc; b = target & ~dc;
if (Piece == KING || !b)
return mlist;
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares(); Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
while (b) while (b)
{ {