mirror of
https://github.com/HChaZZY/Stockfish.git
synced 2025-12-19 16:46:30 +08:00
Prefer template to name decoration
This also allows faster code although bigger. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
@@ -59,11 +59,17 @@ namespace {
|
||||
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, Square, MoveStack*, int);
|
||||
int generate_piece_checks(PieceType, const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
|
||||
int generate_piece_moves(PieceType, const Position&, MoveStack*, Color, Bitboard);
|
||||
int generate_castle_moves(const Position&, MoveStack*, Color);
|
||||
int generate_piece_blocking_evasions(PieceType, const Position&, Bitboard, Bitboard, MoveStack*, int);
|
||||
int generate_pawn_blocking_evasions(const PawnOffsets&, const Position&, Bitboard, Bitboard, MoveStack*, int);
|
||||
|
||||
template<PieceType>
|
||||
int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
|
||||
|
||||
template<PieceType>
|
||||
int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
|
||||
|
||||
template<PieceType>
|
||||
int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
|
||||
}
|
||||
|
||||
|
||||
@@ -89,9 +95,11 @@ int generate_captures(const Position& pos, MoveStack* mlist) {
|
||||
else
|
||||
n = generate_pawn_captures(BlackPawnOffsets, pos, mlist);
|
||||
|
||||
for (PieceType pce = KNIGHT; pce <= KING; pce++)
|
||||
n += generate_piece_moves(pce, pos, mlist+n, us, target);
|
||||
|
||||
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<KING>(pos, mlist+n, us, target);
|
||||
return n;
|
||||
}
|
||||
|
||||
@@ -113,8 +121,11 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) {
|
||||
else
|
||||
n = generate_pawn_noncaptures(BlackPawnOffsets, pos, mlist);
|
||||
|
||||
for (PieceType pce = KNIGHT; pce <= KING; pce++)
|
||||
n += generate_piece_moves(pce, pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
|
||||
n += generate_piece_moves<KING>(pos, mlist+n, us, target);
|
||||
|
||||
n += generate_castle_moves(pos, mlist+n, us);
|
||||
return n;
|
||||
@@ -147,25 +158,25 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
|
||||
// Pieces moves
|
||||
Bitboard b = pos.knights(us);
|
||||
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);
|
||||
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);
|
||||
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);
|
||||
if (b)
|
||||
n = generate_piece_checks(QUEEN, pos, b, dc, ksq, mlist, n);
|
||||
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.king_attacks(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
|
||||
b = pos.piece_attacks<KING>(from) & pos.empty_squares() & ~QueenPseudoAttacks[ksq];
|
||||
while (b)
|
||||
{
|
||||
Square to = pop_1st_bit(&b);
|
||||
@@ -198,7 +209,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
|
||||
assert(pos.piece_on(ksq) == king_of_color(us));
|
||||
|
||||
// Generate evasions for king
|
||||
Bitboard b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us);
|
||||
Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
|
||||
Bitboard b2 = pos.occupied_squares();
|
||||
clear_bit(&b2, ksq);
|
||||
|
||||
@@ -213,9 +224,9 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
|
||||
// the king will remain in check on the destination square.
|
||||
if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
|
||||
|| (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
|
||||
|| (pos.knight_attacks(to) & pos.knights(them))
|
||||
|| (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
|
||||
|| (pos.pawn_attacks(us, to) & pos.pawns(them))
|
||||
|| (pos.king_attacks(to) & pos.kings(them))))
|
||||
|| (pos.piece_attacks<KING>(to) & pos.kings(them))))
|
||||
|
||||
mlist[n++].move = make_move(ksq, to);
|
||||
}
|
||||
@@ -252,9 +263,9 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
|
||||
}
|
||||
|
||||
// Pieces captures
|
||||
b1 = ( (pos.knight_attacks(checksq) & pos.knights(us))
|
||||
| (pos.bishop_attacks(checksq) & pos.bishops_and_queens(us))
|
||||
| (pos.rook_attacks(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
|
||||
b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
|
||||
| (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
|
||||
| (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
|
||||
|
||||
while (b1)
|
||||
{
|
||||
@@ -280,19 +291,19 @@ int generate_evasions(const Position& pos, MoveStack* mlist) {
|
||||
// Pieces moves
|
||||
b1 = pos.knights(us) & not_pinned;
|
||||
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;
|
||||
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;
|
||||
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;
|
||||
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
|
||||
@@ -669,18 +680,18 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
|
||||
template<PieceType Piece>
|
||||
int generate_piece_moves(const Position &pos, MoveStack *mlist,
|
||||
Color side, Bitboard target) {
|
||||
|
||||
const Piece_attacks_fn mem_fn = piece_attacks_fn[piece];
|
||||
Square from, to;
|
||||
Bitboard b;
|
||||
int n = 0;
|
||||
|
||||
for (int i = 0; i < pos.piece_count(side, piece); i++)
|
||||
for (int i = 0; i < pos.piece_count(side, Piece); i++)
|
||||
{
|
||||
from = pos.piece_list(side, piece, i);
|
||||
b = (pos.*mem_fn)(from) & target;
|
||||
from = pos.piece_list(side, Piece, i);
|
||||
b = pos.piece_attacks<Piece>(from) & target;
|
||||
while (b)
|
||||
{
|
||||
to = pop_1st_bit(&b);
|
||||
@@ -756,17 +767,16 @@ namespace {
|
||||
return n;
|
||||
}
|
||||
|
||||
int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
|
||||
Bitboard dc, Square ksq, MoveStack* mlist, int n) {
|
||||
|
||||
const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
|
||||
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.*mem_fn)(from) & pos.empty_squares();
|
||||
Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
|
||||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
@@ -776,11 +786,11 @@ namespace {
|
||||
|
||||
// Direct checks
|
||||
b = target & ~dc;
|
||||
Bitboard checkSqs = (pos.*mem_fn)(ksq) & pos.empty_squares();
|
||||
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
|
||||
while (b)
|
||||
{
|
||||
Square from = pop_1st_bit(&b);
|
||||
Bitboard bb = (pos.*mem_fn)(from) & checkSqs;
|
||||
Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
|
||||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
@@ -841,15 +851,13 @@ namespace {
|
||||
}
|
||||
|
||||
|
||||
int generate_piece_blocking_evasions(PieceType pce, const Position& pos, Bitboard b,
|
||||
template<PieceType Piece>
|
||||
int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
|
||||
Bitboard blockSquares, MoveStack* mlist, int n) {
|
||||
|
||||
const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
|
||||
|
||||
while (b)
|
||||
{
|
||||
Square from = pop_1st_bit(&b);
|
||||
Bitboard bb = (pos.*mem_fn)(from) & blockSquares;
|
||||
Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
|
||||
while (bb)
|
||||
{
|
||||
Square to = pop_1st_bit(&bb);
|
||||
|
||||
Reference in New Issue
Block a user