/// generate_evasions() generates all check evasions when the side to move is
/// in check. Unlike the other move generation functions, this one generates
-/// only legal moves. It returns the number of generated moves. This
+/// only legal moves. It returns the number of generated moves. This
/// function is very ugly, and needs cleaning up some time later. FIXME
int generate_evasions(const Position& pos, MoveStack* mlist) {
assert(pos.piece_on(ksq) == king_of_color(us));
- // Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
+ // The bitboard of occupied pieces without our king
Bitboard b2 = pos.occupied_squares();
clear_bit(&b2, ksq);
+ // Find squares attacked by slider checkers, we will
+ // remove them from king evasions set so to avoid a couple
+ // of cycles in the slow king evasions legality check loop.
+ Bitboard checkers = pos.checkers();
+ Bitboard checkersAttacks = EmptyBoardBB;
+ Bitboard b = checkers & (pos.queens() | pos.bishops());
+ while (b)
+ {
+ from = pop_1st_bit(&b);
+ checkersAttacks |= bishop_attacks_bb(from, b2);
+ }
+
+ b = checkers & (pos.queens() | pos.rooks());
+ while (b)
+ {
+ from = pop_1st_bit(&b);
+ checkersAttacks |= rook_attacks_bb(from, b2);
+ }
+
+ // Generate evasions for king
+ Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
while (b1)
{
- to = pop_1st_bit(&b1);
-
- // Make sure 'to' is not attacked by the other side. This is a bit ugly,
- // because we can't use Position::square_is_attacked. Instead we use
- // the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
- // b2 (the occupied squares with the king removed) in order to test whether
- // the king will remain in check on the destination square.
- if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
- || (pos.pawn_attacks(us, to) & pos.pawns(them))
- || (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.piece_attacks<KING>(to) & pos.kings(them))))
-
- (*mlist++).move = make_move(ksq, to);
+ to = pop_1st_bit(&b1);
+
+ // Make sure 'to' is not attacked by the other side. This is a bit ugly,
+ // because we can't use Position::square_is_attacked. Instead we use
+ // the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
+ // b2 (the occupied squares with the king removed) in order to test whether
+ // the king will remain in check on the destination square.
+ if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
+ || (pos.pawn_attacks(us, to) & pos.pawns(them))
+ || (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
+ || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
+ || (pos.piece_attacks<KING>(to) & pos.kings(them))))
+ (*mlist++).move = make_move(ksq, to);
}
// Generate evasions for other pieces only if not double check. We use a
// simple bit twiddling hack here rather than calling count_1s in order to
// save some time (we know that pos.checkers() has at most two nonzero bits).
- Bitboard checkers = pos.checkers();
-
if (!(checkers & (checkers - 1))) // Only one bit set?
{
Square checksq = first_1(checkers);
/// generate_legal_moves() computes a complete list of legal moves in the
-/// current position. This function is not very fast, and should be used
-/// only in situations where performance is unimportant. It wouldn't be
+/// current position. This function is not very fast, and should be used
+/// only in situations where performance is unimportant. It wouldn't be
/// very hard to write an efficient legal move generator, but for the moment
/// we don't need it.
b2 = b1 & TRank8BB;
while (b2)
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
b2 = b1 & ~TRank8BB;
while (b2)
b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
while (b2)
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
return mlist;
}
// Find all friendly pawns not on the enemy king's file
Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
- // Discovered checks, single pawn pushes
- b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
+ // Discovered checks, single pawn pushes, no promotions
+ b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & empty & ~TRank8BB;
while (b3)
{
Square to = pop_1st_bit(&b3);
// Direct checks. These are possible only for pawns on neighboring files
// of the enemy king
-
- b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
+ b1 &= (~dc & neighboring_files_bb(ksq));
// Direct checks, single pawn pushes
b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
File rookFile = (side == QUEEN_SIDE ? FILE_D : FILE_F);
Color us = pos.side_to_move();
Square ksq = pos.king_square(us);
- Bitboard occ = pos.occupied_squares(), oppKingBB = EmptyBoardBB;
+ Bitboard occ = pos.occupied_squares();
- set_bit(&oppKingBB, pos.king_square(opposite_color(us)));
clear_bit(&occ, ksq); // Remove our king from the board
Square rsq = make_square(rookFile, square_rank(ksq));
- return (rook_attacks_bb(rsq, occ) & oppKingBB);
+ return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us)));
}
}