X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovegen.cpp;h=d942d9c290c47abc77f90b770f49f4cc56fc7162;hp=aecf28f4bacc05b54519b3661682454bd12d0bf6;hb=f2ead1004a4c16302139be7d5ccdf19eb1a3cd1c;hpb=987ff3b4b6254bc4696a579c15c8e6eeab3425c8 diff --git a/src/movegen.cpp b/src/movegen.cpp index aecf28f4..d942d9c2 100644 --- a/src/movegen.cpp +++ b/src/movegen.cpp @@ -43,24 +43,27 @@ namespace { 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, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK, + 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, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE, + const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE, &forward_black, &forward_left_black, &forward_right_black }; 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_checks(PieceType pce, const Position& pos, Bitboard target, Bitboard dc, Square ksq, MoveStack* mlist, 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_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); } @@ -249,9 +252,9 @@ 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) + 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; while (b1) @@ -269,131 +272,28 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB); // Pawn moves. Because a blocking evasion can never be a capture, we - // only generate pawn pushes. As so often, the code for pawns is a bit - // ugly, and uses separate clauses for white and black pawns. :-( + // only generate pawn pushes. if (us == WHITE) - { - // Find non-pinned pawns - b1 = pos.pawns(WHITE) & not_pinned; - - // Single pawn pushes. We don't have to AND with empty squares here, - // because the blocking squares will always be empty. - b2 = (b1 << 8) & blockSquares; - while(b2) - { - to = pop_1st_bit(&b2); - - assert(pos.piece_on(to) == EMPTY); - - if (square_rank(to) == RANK_8) - { - mlist[n++].move = make_promotion_move(to - DELTA_N, to, QUEEN); - mlist[n++].move = make_promotion_move(to - DELTA_N, to, ROOK); - mlist[n++].move = make_promotion_move(to - DELTA_N, to, BISHOP); - mlist[n++].move = make_promotion_move(to - DELTA_N, to, KNIGHT); - } else - mlist[n++].move = make_move(to - DELTA_N, to); - } - - // Double pawn pushes - b2 = (((b1 << 8) & pos.empty_squares() & Rank3BB) << 8) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - - assert(pos.piece_on(to) == EMPTY); - assert(square_rank(to) == RANK_4); - - mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to); - } - } else { // (us == BLACK) - - // Find non-pinned pawns - b1 = pos.pawns(BLACK) & not_pinned; - - // Single pawn pushes. We don't have to AND with empty squares here, - // because the blocking squares will always be empty. - b2 = (b1 >> 8) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - - assert(pos.piece_on(to) == EMPTY); - - if (square_rank(to) == RANK_1) - { - mlist[n++].move = make_promotion_move(to - DELTA_S, to, QUEEN); - mlist[n++].move = make_promotion_move(to - DELTA_S, to, ROOK); - mlist[n++].move = make_promotion_move(to - DELTA_S, to, BISHOP); - mlist[n++].move = make_promotion_move(to - DELTA_S, to, KNIGHT); - } else - mlist[n++].move = make_move(to - DELTA_S, to); - } - - // Double pawn pushes - b2 = (((b1 >> 8) & pos.empty_squares() & Rank6BB) >> 8) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - - assert(pos.piece_on(to) == EMPTY); - assert(square_rank(to) == RANK_5); - - mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to); - } - } - - // Knight moves + n = generate_pawn_blocking_evasions(WhitePawnOffsets, pos, not_pinned, blockSquares, mlist, n); + else + n = generate_pawn_blocking_evasions(BlackPawnOffsets, pos, not_pinned, blockSquares, mlist, n); + + // Pieces moves b1 = pos.knights(us) & not_pinned; - while (b1) - { - from = pop_1st_bit(&b1); - b2 = pos.knight_attacks(from) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - mlist[n++].move = make_move(from, to); - } - } - - // Bishop moves + if (b1) + n = generate_piece_blocking_evasions(KNIGHT, pos, b1, blockSquares, mlist, n); + b1 = pos.bishops(us) & not_pinned; - while (b1) - { - from = pop_1st_bit(&b1); - b2 = pos.bishop_attacks(from) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - mlist[n++].move = make_move(from, to); - } - } - - // Rook moves + if (b1) + n = generate_piece_blocking_evasions(BISHOP, pos, b1, blockSquares, mlist, n); + b1 = pos.rooks(us) & not_pinned; - while (b1) - { - from = pop_1st_bit(&b1); - b2 = pos.rook_attacks(from) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - mlist[n++].move = make_move(from, to); - } - } - - // Queen moves + if (b1) + n = generate_piece_blocking_evasions(ROOK, pos, b1, blockSquares, mlist, n); + b1 = pos.queens(us) & not_pinned; - while (b1) - { - from = pop_1st_bit(&b1); - b2 = pos.queen_attacks(from) & blockSquares; - while (b2) - { - to = pop_1st_bit(&b2); - mlist[n++].move = make_move(from, to); - } - } + if (b1) + n = generate_piece_blocking_evasions(QUEEN, pos, b1, blockSquares, mlist, n); } // Finally, the ugly special case of en passant captures. An en passant @@ -940,4 +840,63 @@ namespace { } return n; } + + + int generate_piece_blocking_evasions(PieceType pce, 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; + while (bb) + { + Square to = pop_1st_bit(&bb); + mlist[n++].move = make_move(from, to); + } + } + return n; + } + + + int generate_pawn_blocking_evasions(const PawnOffsets& ofs, const Position& pos, Bitboard not_pinned, + Bitboard blockSquares, MoveStack* mlist, int n) { + // 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; + } }