1
0
Fork 0
mirror of https://github.com/sockspls/badfish synced 2025-04-29 16:23:09 +00:00

Shrink arguments in move generation functions

Perhaps no speedup, but it is more readable.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-20 10:46:31 +02:00
parent 0c8659721f
commit af6571856e

View file

@ -41,7 +41,7 @@ namespace {
const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK }; const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE }; const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
int generate_castle_moves(const Position&, MoveStack*, Color); int generate_castle_moves(const Position&, MoveStack*);
template<Color> template<Color>
int generate_pawn_captures(const Position&, MoveStack*); int generate_pawn_captures(const Position&, MoveStack*);
@ -50,20 +50,20 @@ namespace {
int generate_pawn_noncaptures(const Position&, MoveStack*); int generate_pawn_noncaptures(const Position&, MoveStack*);
template<Color> template<Color>
int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int); int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color> template<Color>
int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
template<PieceType> template<PieceType>
int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); int generate_piece_moves(const Position&, MoveStack*, Bitboard);
template<PieceType> template<PieceType>
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int); int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*, int); int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
template<PieceType> template<PieceType>
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
} }
@ -89,11 +89,11 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
else else
n = generate_pawn_captures<BLACK>(pos, mlist); n = generate_pawn_captures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target); n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target); n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target); n += generate_piece_moves<ROOK>(pos, mlist+n, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target); n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
n += generate_piece_moves<KING>(pos, mlist+n, us, target); n += generate_piece_moves<KING>(pos, mlist+n, target);
return n; return n;
} }
@ -115,13 +115,12 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
else else
n = generate_pawn_noncaptures<BLACK>(pos, mlist); n = generate_pawn_noncaptures<BLACK>(pos, mlist);
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target); n += generate_piece_moves<KNIGHT>(pos, mlist+n, target);
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target); n += generate_piece_moves<BISHOP>(pos, mlist+n, target);
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target); n += generate_piece_moves<ROOK>(pos, mlist+n, target);
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target); n += generate_piece_moves<QUEEN>(pos, mlist+n, target);
n += generate_piece_moves<KING>(pos, mlist+n, us, target); n += generate_piece_moves<KING>(pos, mlist+n, target);
n += generate_castle_moves(pos, mlist+n);
n += generate_castle_moves(pos, mlist+n, us);
return n; return n;
} }
@ -145,29 +144,29 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
// Pawn moves // Pawn moves
if (us == WHITE) if (us == WHITE)
n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0); n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
else else
n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0); n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
// Pieces moves // Pieces moves
Bitboard b = pos.knights(us); Bitboard b = pos.knights(us);
if (b) if (b)
n = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist, n); n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
b = pos.bishops(us); b = pos.bishops(us);
if (b) if (b)
n = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist, n); n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
b = pos.rooks(us); b = pos.rooks(us);
if (b) if (b)
n = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist, n); n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
b = pos.queens(us); b = pos.queens(us);
if (b) if (b)
n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n); n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
// Hopefully we always have a king ;-) // Hopefully we always have a king ;-)
n = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist, n); n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
// TODO: Castling moves! // TODO: Castling moves!
@ -269,26 +268,26 @@ 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)
n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n); n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
else else
n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n); n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
// Pieces moves // Pieces moves
b1 = pos.knights(us) & not_pinned; b1 = pos.knights(us) & not_pinned;
if (b1) if (b1)
n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n); n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
b1 = pos.bishops(us) & not_pinned; b1 = pos.bishops(us) & not_pinned;
if (b1) if (b1)
n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n); n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
b1 = pos.rooks(us) & not_pinned; b1 = pos.rooks(us) & not_pinned;
if (b1) if (b1)
n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n); n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
b1 = pos.queens(us) & not_pinned; b1 = pos.queens(us) & not_pinned;
if (b1) if (b1)
n = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist, n); n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
} }
// Finally, the ugly special case of en passant captures. An en passant // Finally, the ugly special case of en passant captures. An en passant
@ -361,7 +360,7 @@ int generate_legal_moves(const Position& pos, MoveStack* mlist) {
/// returned. If not, the function returns MOVE_NONE. This function must /// returned. If not, the function returns MOVE_NONE. This function must
/// only be used when the side to move is not in check. /// only be used when the side to move is not in check.
Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { Move generate_move_if_legal(const Position& pos, Move m, Bitboard pinned) {
assert(pos.is_ok()); assert(pos.is_ok());
assert(!pos.is_check()); assert(!pos.is_check());
@ -537,12 +536,14 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
namespace { namespace {
template<PieceType Piece> template<PieceType Piece>
int generate_piece_moves(const Position &pos, MoveStack *mlist, int generate_piece_moves(const Position& pos, MoveStack* mlist, Bitboard target) {
Color side, Bitboard target) {
int n = 0; int n = 0;
for (int i = 0; i < pos.piece_count(side, Piece); i++) Color us = pos.side_to_move();
for (int i = 0; i < pos.piece_count(us, Piece); i++)
{ {
Square from = pos.piece_list(side, Piece, i); Square from = pos.piece_list(us, Piece, i);
Bitboard b = pos.piece_attacks<Piece>(from) & target; Bitboard b = pos.piece_attacks<Piece>(from) & target;
while (b) while (b)
{ {
@ -556,7 +557,8 @@ namespace {
template<PieceType Piece> template<PieceType Piece>
int generate_piece_blocking_evasions(const Position& pos, Bitboard b, int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
Bitboard blockSquares, MoveStack* mlist, int n) { Bitboard blockSquares, MoveStack* mlist) {
int n = 0;
while (b) while (b)
{ {
Square from = pop_1st_bit(&b); Square from = pop_1st_bit(&b);
@ -707,13 +709,14 @@ namespace {
template<Color C> template<Color C>
int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n) int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{ {
static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// Pawn moves which give discovered check. This is possible only if the // 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 // pawn is not on the same file as the enemy king, because we don't
// generate captures. // generate captures.
int n = 0;
Bitboard empty = pos.empty_squares(); Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file // Find all friendly pawns not on the enemy king's file
@ -764,8 +767,9 @@ namespace {
template<PieceType Piece> template<PieceType Piece>
int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc, int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
Square ksq, MoveStack* mlist, int n) { Square ksq, MoveStack* mlist) {
// Discovered checks // Discovered checks
int n = 0;
Bitboard b = target & dc; Bitboard b = target & dc;
while (b) while (b)
{ {
@ -794,7 +798,8 @@ namespace {
} }
int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc, int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
Square ksq, MoveStack* mlist, int n) { Square ksq, MoveStack* mlist) {
int n = 0;
if (bit_is_set(dc, from)) if (bit_is_set(dc, from))
{ {
Bitboard b = pos.piece_attacks<KING>(from) Bitboard b = pos.piece_attacks<KING>(from)
@ -812,11 +817,12 @@ namespace {
template<Color C> template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) { Bitboard blockSquares, MoveStack* mlist) {
static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
// Find non-pinned pawns // Find non-pinned pawns
int n = 0;
Bitboard b1 = pos.pawns(PP.us) & not_pinned; Bitboard b1 = pos.pawns(PP.us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here, // Single pawn pushes. We don't have to AND with empty squares here,
@ -855,9 +861,10 @@ namespace {
} }
int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) { int generate_castle_moves(const Position& pos, MoveStack* mlist) {
int n = 0; int n = 0;
Color us = pos.side_to_move();
if (pos.can_castle(us)) if (pos.can_castle(us))
{ {