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Pawn move generator: dispatch at compile time

Instead of function pointers use templates to
dispatch shift operations.

It is more clear and possibly also faster because
branches are removed at compile time.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2008-10-19 17:54:18 +02:00
parent ad1bb084dd
commit e2af0e775b

View file

@ -32,29 +32,15 @@
namespace {
inline Bitboard forward_white(Bitboard b) { return b << 8; }
inline Bitboard forward_right_white(Bitboard b) { return b << 9; }
inline Bitboard forward_left_white(Bitboard b) { return b << 7; }
inline Bitboard forward_black(Bitboard b) { return b >> 8; }
inline Bitboard forward_right_black(Bitboard b) { return b >> 7; }
inline Bitboard forward_left_black(Bitboard b) { return b >> 9; }
struct PawnOffsets {
Bitboard Rank3BB, Rank8BB;
Rank RANK_8;
SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
Color us, them;
typedef Bitboard (*Shift_fn)(Bitboard b);
Shift_fn forward, forward_left, forward_right;
};
const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK,
&forward_white, forward_left_white, forward_right_white };
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE,
&forward_black, &forward_left_black, &forward_right_black };
const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
int generate_castle_moves(const Position&, MoveStack*, Color);
@ -648,7 +634,7 @@ namespace {
int n = 0;
// Captures in the a1-h8 (a8-h1 for black) direction
Bitboard b1 = (ofs.forward_right)(pawns) & ~FileABB & enemyPieces;
Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
// Capturing promotions
Bitboard b2 = b1 & ofs.Rank8BB;
@ -667,7 +653,7 @@ namespace {
}
// Captures in the h1-a8 (h8-a1 for black) direction
b1 = (ofs.forward_left)(pawns) & ~FileHBB & enemyPieces;
b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
// Capturing promotions
b2 = b1 & ofs.Rank8BB;
@ -686,7 +672,7 @@ namespace {
}
// Non-capturing promotions
b1 = (ofs.forward)(pawns) & pos.empty_squares() & Rank8BB;
b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
@ -725,7 +711,7 @@ namespace {
int n = 0;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
b1 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.Rank8BB;
b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & ofs.Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
@ -735,7 +721,7 @@ namespace {
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
b1 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.Rank8BB;
b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & ofs.Rank8BB;
while (b1)
{
sq = pop_1st_bit(&b1);
@ -745,7 +731,7 @@ namespace {
}
// Single pawn pushes
b1 = ofs.forward(pawns) & emptySquares;
b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
b2 = b1 & ofs.Rank8BB;
while (b2)
{
@ -762,7 +748,7 @@ namespace {
}
// Double pawn pushes
b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares;
b2 = (C == WHITE ? (b1 & ofs.Rank3BB) << 8 : (b1 & ofs.Rank3BB) >> 8) & emptySquares;
while (b2)
{
sq = pop_1st_bit(&b2);
@ -772,6 +758,107 @@ namespace {
}
template<Color C>
int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// 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.
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
// Discovered checks, single pawn pushes
b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~ofs.Rank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Discovered checks, double pawn pushes
b3 = (C == WHITE ? (b2 & ofs.Rank3BB) << 8 : (b2 & ofs.Rank3BB) >> 8) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
// of the enemy king
b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
// Direct checks, single pawn pushes
b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
b3 = b2 & pos.pawn_attacks(ofs.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Direct checks, double pawn pushes
b3 = (C == WHITE ? (b2 & ofs.Rank3BB) << 8 : (b2 & ofs.Rank3BB) >> 8)
& empty
& pos.pawn_attacks(ofs.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
return n;
}
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// Find non-pinned pawns
Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
Bitboard b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
if (square_rank(to) == ofs.RANK_8)
{
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
} else
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Double pawn pushes
b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & ofs.Rank3BB;
b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
assert(ofs.us != WHITE || square_rank(to) == RANK_4);
assert(ofs.us != BLACK || square_rank(to) == RANK_5);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
return n;
}
int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
int n = 0;
@ -836,101 +923,4 @@ namespace {
}
return n;
}
template<Color C>
int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
{
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// 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.
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
// Discovered checks, single pawn pushes
b2 = b3 = (ofs.forward)(b1 & dc) & ~ofs.Rank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Discovered checks, double pawn pushes
b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
// of the enemy king
b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
// Direct checks, single pawn pushes
b2 = (ofs.forward)(b1) & empty;
b3 = b2 & pos.pawn_attacks(ofs.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Direct checks, double pawn pushes
b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty & pos.pawn_attacks(ofs.them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
return n;
}
template<Color C>
int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
Bitboard blockSquares, MoveStack* mlist, int n) {
static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets);
// Find non-pinned pawns
Bitboard b1 = pos.pawns(ofs.us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
Bitboard b2 = (ofs.forward)(b1) & blockSquares;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
if (square_rank(to) == ofs.RANK_8)
{
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP);
mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT);
} else
mlist[n++].move = make_move(to - ofs.DELTA_N, to);
}
// Double pawn pushes
b2 = (ofs.forward)((ofs.forward)(b1) & pos.empty_squares() & ofs.Rank3BB) & blockSquares;
while (b2)
{
Square to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
assert(ofs.us != WHITE || square_rank(to) == RANK_4);
assert(ofs.us != BLACK || square_rank(to) == RANK_5);
mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to);
}
return n;
}
}