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movegen: Introduce generate_pawn_noncaptures()

This is the last of pawn moves generators converted
to new unified form.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-18 18:39:13 +02:00
parent 73d0d2c0b2
commit 72289fcfab

View file

@ -54,17 +54,14 @@ namespace {
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, DELTA_S, DELTA_SE, DELTA_SW, BLACK,
WHITE, &forward_black, &forward_left_black, &forward_right_black };
int generate_pawn_captures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist);
int generate_white_pawn_noncaptures(const Position&, MoveStack*);
int generate_black_pawn_noncaptures(const Position&, MoveStack*);
int generate_pawn_captures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_noncaptures(const PawnOffsets&, const Position&, MoveStack*);
int generate_pawn_checks(const PawnOffsets&, const Position&, Bitboard dc, Square ksq, MoveStack*, int n);
int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
int generate_castle_moves(const Position&, MoveStack*, Color us);
int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
Bitboard dc, Square ksq, MoveStack* mlist, int n);
int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc,
Square ksq, MoveStack* mlist, int n);
}
@ -110,9 +107,9 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
int n;
if (us == WHITE)
n = generate_white_pawn_noncaptures(pos, mlist);
n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist);
else
n = generate_black_pawn_noncaptures(pos, mlist);
n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
for (PieceType pce = KNIGHT; pce <= KING; pce++)
n += generate_piece_moves(pce, pos, mlist+n, us, target);
@ -699,107 +696,59 @@ namespace {
}
int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) {
Bitboard pawns = pos.pawns(WHITE);
Bitboard enemyPieces = pos.pieces_of_color(BLACK);
Bitboard pawns = pos.pawns(ofs.us);
Bitboard enemyPieces = pos.pieces_of_color(ofs.them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
int n = 0;
// Underpromotion captures in the a1-h8 direction:
b1 = (pawns << 9) & ~FileABB & enemyPieces & Rank8BB;
while(b1) {
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, KNIGHT);
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
b1 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, KNIGHT);
}
// Underpromotion captures in the h1-a8 direction:
b1 = (pawns << 7) & ~FileHBB & enemyPieces & Rank8BB;
while(b1) {
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, KNIGHT);
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
b1 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, KNIGHT);
}
// Single pawn pushes:
b1 = (pawns << 8) & emptySquares;
b2 = b1 & Rank8BB;
while(b2) {
// Single pawn pushes
b1 = ofs.forward(pawns) & emptySquares;
b2 = b1 & ofs.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, KNIGHT);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, KNIGHT);
}
b2 = b1 & ~Rank8BB;
while(b2) {
b2 = b1 & ~ofs.Rank8BB;
while (b2)
{
sq = pop_1st_bit(&b2);
mlist[n++].move = make_move(sq - ofs.DELTA_N, sq);
}
// Double pawn pushes
b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares;
while (b2)
{
sq = pop_1st_bit(&b2);
mlist[n++].move = make_move(sq - DELTA_N, sq);
mlist[n++].move = make_move(sq - ofs.DELTA_N - ofs.DELTA_N, sq);
}
// Double pawn pushes:
b2 = ((b1 & Rank3BB) << 8) & emptySquares;
while(b2) {
sq = pop_1st_bit(&b2);
mlist[n++].move = make_move(sq - DELTA_N - DELTA_N, sq);
}
return n;
}
int generate_black_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
Bitboard pawns = pos.pawns(BLACK);
Bitboard enemyPieces = pos.pieces_of_color(WHITE);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
Square sq;
int n = 0;
// Underpromotion captures in the a8-h1 direction:
b1 = (pawns >> 7) & ~FileABB & enemyPieces & Rank1BB;
while(b1) {
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, KNIGHT);
}
// Underpromotion captures in the h8-a1 direction:
b1 = (pawns >> 9) & ~FileHBB & enemyPieces & Rank1BB;
while(b1) {
sq = pop_1st_bit(&b1);
mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, KNIGHT);
}
// Single pawn pushes:
b1 = (pawns >> 8) & emptySquares;
b2 = b1 & Rank1BB;
while(b2) {
sq = pop_1st_bit(&b2);
mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, ROOK);
mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, BISHOP);
mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, KNIGHT);
}
b2 = b1 & ~Rank1BB;
while(b2) {
sq = pop_1st_bit(&b2);
mlist[n++].move = make_move(sq - DELTA_S, sq);
}
// Double pawn pushes:
b2 = ((b1 & Rank6BB) >> 8) & emptySquares;
while(b2) {
sq = pop_1st_bit(&b2);
mlist[n++].move = make_move(sq - DELTA_S - DELTA_S, sq);
}
return n;
}