X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovegen.cpp;h=e7c78bb6e7b43cbf33f477aa635c304438a4dcf8;hp=742a91f739b8c0f7097068b52feadb376d3afb4f;hb=b145e995592c95014a519e91845379d0f9f89ac6;hpb=d7161c1ce6d3a515b1d0ca2589763607279fc6ec diff --git a/src/movegen.cpp b/src/movegen.cpp index 742a91f7..e7c78bb6 100644 --- a/src/movegen.cpp +++ b/src/movegen.cpp @@ -1,17 +1,17 @@ /* - Glaurung, a UCI chess playing engine. - Copyright (C) 2004-2008 Tord Romstad + Stockfish, a UCI chess playing engine derived from Glaurung 2.1 + Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba - Glaurung is free software: you can redistribute it and/or modify + Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. - - Glaurung is distributed in the hope that it will be useful, + + Stockfish is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. - + You should have received a copy of the GNU General Public License along with this program. If not, see . */ @@ -32,125 +32,73 @@ namespace { - struct PawnParams { + // Function + int generate_castle_moves(const Position&, MoveStack*); - Bitboard Rank3BB, Rank8BB; - Rank RANK_8; - SquareDelta DELTA_N, DELTA_NE, DELTA_NW; - Color us, them; - }; - 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 }; - - int generate_castle_moves(const Position&, MoveStack*, Color); + // Template generate_pawn_captures() with specializations + template + int do_generate_pawn_captures(const Position& pos, MoveStack* mlist); template - int generate_pawn_captures(const Position&, MoveStack*); + inline int generate_pawn_captures(const Position& p, MoveStack* m) { + return do_generate_pawn_captures(p, m); + } + template<> + inline int generate_pawn_captures(const Position& p, MoveStack* m) { + return do_generate_pawn_captures(p, m); + } - template - int generate_pawn_noncaptures(const Position&, MoveStack*); - - template - int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int); + // Template generate_pawn_noncaptures() with specializations + template + int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist); template - int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); - - template - int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); - - template - int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int); - - template - int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); - - - /// Templates are defined here to avoid lookup issues with specializations + inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) { + return do_generate_pawn_noncaptures(p, m); + } + template<> + inline int generate_pawn_noncaptures(const Position& p, MoveStack* m) { + return do_generate_pawn_noncaptures(p, m); + } - template - int generate_piece_moves(const Position &pos, MoveStack *mlist, - Color side, Bitboard target) { - int n = 0; - for (int i = 0; i < pos.piece_count(side, Piece); i++) - { - Square from = pos.piece_list(side, Piece, i); - Bitboard b = pos.piece_attacks(from) & target; - while (b) - { - Square to = pop_1st_bit(&b); - mlist[n++].move = make_move(from, to); - } - } - return n; + // Template generate_pawn_blocking_evasions() with specializations + template + int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, + Bitboard blockSquares, MoveStack* mlist); + template + inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) { + return do_generate_pawn_blocking_evasions(p, np, bs, m); + } + template<> + inline int generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) { + return do_generate_pawn_blocking_evasions(p, np, bs, m); } + // Template generate_pawn_checks() with specializations + template + int do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*); - template - 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.piece_attacks(from) & pos.empty_squares(); - while (bb) - { - Square to = pop_1st_bit(&bb); - mlist[n++].move = make_move(from, to); - } - } - // Direct checks - b = target & ~dc; - Bitboard checkSqs = pos.piece_attacks(ksq) & pos.empty_squares(); - while (b) - { - Square from = pop_1st_bit(&b); - Bitboard bb = pos.piece_attacks(from) & checkSqs; - while (bb) - { - Square to = pop_1st_bit(&bb); - mlist[n++].move = make_move(from, to); - } - } - return n; + template + inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) { + return do_generate_pawn_checks(p, dc, ksq, m); + } + template<> + inline int generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) { + return do_generate_pawn_checks(p, dc, ksq, m); } + // non-pawn templates + template + int generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard); + template<> + int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target); - template<> // Special case the King - int generate_piece_checks(const Position& pos, Bitboard, Bitboard dc, - Square ksq, MoveStack* mlist, int n) { - if (bit_is_set(dc, ksq)) - { - Bitboard bb = pos.piece_attacks(ksq) - & pos.empty_squares() - & ~QueenPseudoAttacks[ksq]; - while (bb) - { - Square to = pop_1st_bit(&bb); - mlist[n++].move = make_move(ksq, to); - } - } - return n; - } + template + int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*); + int generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*); - - template - int generate_piece_blocking_evasions(const Position& pos, Bitboard b, - Bitboard blockSquares, MoveStack* mlist, int n) { - while (b) - { - Square from = pop_1st_bit(&b); - Bitboard bb = pos.piece_attacks(from) & blockSquares; - while (bb) - { - Square to = pop_1st_bit(&bb); - mlist[n++].move = make_move(from, to); - } - } - return n; - } + template + int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*); } @@ -185,7 +133,7 @@ int generate_captures(const Position& pos, MoveStack* mlist) { } -/// generate_noncaptures() generates all pseudo-legal non-captures and +/// generate_noncaptures() generates all pseudo-legal non-captures and /// underpromotions. The return value is the number of moves generated. int generate_noncaptures(const Position& pos, MoveStack *mlist) { @@ -207,15 +155,14 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) { n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); - - n += generate_castle_moves(pos, mlist+n, us); + n += generate_castle_moves(pos, mlist+n); return n; } /// generate_checks() generates all pseudo-legal non-capturing, non-promoting /// checks, except castling moves (will add this later). It returns the -/// number of generated moves. +/// number of generated moves. int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) { @@ -231,33 +178,33 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) { dc = pos.discovered_check_candidates(us); // Pawn moves - if (us == WHITE) - n = generate_pawn_checks(pos, dc, ksq, mlist, 0); + if (us == WHITE) + n = generate_pawn_checks(pos, dc, ksq, mlist); else - n = generate_pawn_checks(pos, dc, ksq, mlist, 0); + n = generate_pawn_checks(pos, dc, ksq, mlist); // Pieces moves Bitboard b = pos.knights(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.bishops(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.rooks(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); b = pos.queens(us); if (b) - n = generate_piece_checks(pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(pos, b, dc, ksq, mlist+n); // Hopefully we always have a king ;-) - n = generate_piece_checks(pos, b, dc, pos.king_square(us), mlist, n); + n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n); // TODO: Castling moves! - + return n; } @@ -279,7 +226,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { int n = 0; assert(pos.piece_on(ksq) == king_of_color(us)); - + // Generate evasions for king Bitboard b1 = pos.piece_attacks(ksq) & ~pos.pieces_of_color(us); Bitboard b2 = pos.occupied_squares(); @@ -287,18 +234,18 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { while (b1) { - Square to = pop_1st_bit(&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 (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them)) - || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) - || (pos.piece_attacks(to) & pos.knights(them)) - || (pos.pawn_attacks(us, to) & pos.pawns(them)) - || (pos.piece_attacks(to) & pos.kings(them)))) + if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them)) + || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) + || (pos.piece_attacks(to) & pos.knights(them)) + || (pos.pawn_attacks(us, to) & pos.pawns(them)) + || (pos.piece_attacks(to) & pos.kings(them)))) mlist[n++].move = make_move(ksq, to); } @@ -356,26 +303,26 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { // Pawn moves. Because a blocking evasion can never be a capture, we // only generate pawn pushes. if (us == WHITE) - n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); + n += generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist+n); else - n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); + n += generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist+n); // Pieces moves b1 = pos.knights(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.bishops(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.rooks(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); b1 = pos.queens(us) & not_pinned; if (b1) - n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); } // Finally, the ugly special case of en passant captures. An en passant @@ -389,7 +336,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { b1 = pos.pawn_attacks(them, to) & pos.pawns(us); assert(b1 != EmptyBoardBB); - + b1 &= not_pinned; while (b1) { @@ -405,7 +352,7 @@ int generate_evasions(const Position& pos, MoveStack* mlist) { clear_bit(&b2, checksq); if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them)) ||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them)))) - + mlist[n++].move = make_ep_move(from, to); } } @@ -448,7 +395,7 @@ int generate_legal_moves(const Position& pos, MoveStack* mlist) { /// returned. If not, the function returns MOVE_NONE. This function must /// 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_check()); @@ -558,7 +505,7 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { // Proceed according to the type of the moving piece. if (type_of_piece(pc) == PAWN) - { + { // If the destination square is on the 8/1th rank, the move must // be a promotion. if ( ( (square_rank(to) == RANK_8 && us == WHITE) @@ -623,69 +570,123 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { namespace { - template - int generate_pawn_captures(const Position& pos, MoveStack* mlist) { + template + int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { + + Square from, to; + Bitboard b; + int n = 0; + + for (int i = 0; i < pos.piece_count(us, Piece); i++) + { + from = pos.piece_list(us, Piece, i); + b = pos.piece_attacks(from) & target; + while (b) + { + to = pop_1st_bit(&b); + mlist[n++].move = make_move(from, to); + } + } + return n; + } + + template<> + int generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { + + Bitboard b; + Square to, from = pos.king_square(us); + int n = 0; + + b = pos.piece_attacks(from) & target; + while (b) + { + to = pop_1st_bit(&b); + mlist[n++].move = make_move(from, to); + } + return n; + } + + template + int generate_piece_blocking_evasions(const Position& pos, Bitboard b, + Bitboard blockSquares, MoveStack* mlist) { + int n = 0; + while (b) + { + Square from = pop_1st_bit(&b); + Bitboard bb = pos.piece_attacks(from) & blockSquares; + while (bb) + { + Square to = pop_1st_bit(&bb); + mlist[n++].move = make_move(from, to); + } + } + return n; + } + - static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); + template + int do_generate_pawn_captures(const Position& pos, MoveStack* mlist) { - Bitboard pawns = pos.pawns(PP.us); - Bitboard enemyPieces = pos.pieces_of_color(PP.them); + Bitboard pawns = pos.pawns(Us); + Bitboard enemyPieces = pos.pieces_of_color(Them); Square sq; int n = 0; // Captures in the a1-h8 (a8-h1 for black) direction - Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces; + Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces; // Capturing promotions - Bitboard b2 = b1 & PP.Rank8BB; + Bitboard b2 = b1 & TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN); + mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN); } // Capturing non-promotions - b2 = b1 & ~PP.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - PP.DELTA_NE, sq); + mlist[n++].move = make_move(sq - TDELTA_NE, sq); } // Captures in the h1-a8 (h8-a1 for black) direction - b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces; + b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces; // Capturing promotions - b2 = b1 & PP.Rank8BB; + b2 = b1 & TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN); + mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN); } // Capturing non-promotions - b2 = b1 & ~PP.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - PP.DELTA_NW, sq); + mlist[n++].move = make_move(sq - TDELTA_NW, sq); } // Non-capturing promotions - b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB; + b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB; while (b1) { sq = pop_1st_bit(&b1); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN); + mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, QUEEN); } // En passant captures if (pos.ep_square() != SQ_NONE) { - assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6); - assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3); + assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6); + assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3); - b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square()); + b1 = pawns & pos.pawn_attacks(Them, pos.ep_square()); assert(b1 != EmptyBoardBB); while (b1) @@ -697,94 +698,92 @@ namespace { return n; } + template + int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) { - template - int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) { - - static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); - - Bitboard pawns = pos.pawns(PP.us); - Bitboard enemyPieces = pos.pieces_of_color(PP.them); + Bitboard pawns = pos.pawns(Us); + Bitboard enemyPieces = pos.pieces_of_color(Them); Bitboard emptySquares = pos.empty_squares(); Bitboard b1, b2; Square sq; int n = 0; // Underpromotion captures in the a1-h8 (a8-h1 for black) direction - b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.Rank8BB; + b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB; while (b1) { sq = pop_1st_bit(&b1); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT); + mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, ROOK); + mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP); + mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT); } // Underpromotion captures in the h1-a8 (h8-a1 for black) direction - b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.Rank8BB; + b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB; while (b1) { sq = pop_1st_bit(&b1); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT); + mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, ROOK); + mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP); + mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT); } // Single pawn pushes - b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares; - b2 = b1 & PP.Rank8BB; + b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares; + b2 = b1 & TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT); + mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, ROOK); + mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, BISHOP); + mlist[n++].move = make_promotion_move(sq - TDELTA_N, sq, KNIGHT); } - b2 = b1 & ~PP.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - PP.DELTA_N, sq); + mlist[n++].move = make_move(sq - TDELTA_N, sq); } // Double pawn pushes - b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares; + b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq); + mlist[n++].move = make_move(sq - TDELTA_N - TDELTA_N, sq); } return n; } - template - int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n) + template + int do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist) { - static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); - - // 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 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. + int n = 0; 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; + Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3; // Discovered checks, single pawn pushes - b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty; + b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty; while (b3) { Square to = pop_1st_bit(&b3); - mlist[n++].move = make_move(to - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N, to); } // Discovered checks, double pawn pushes - b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty; + b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty; while (b3) { Square to = pop_1st_bit(&b3); - mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to); } // Direct checks. These are possible only for pawns on neighboring files @@ -793,80 +792,129 @@ namespace { 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(PP.them, ksq); + b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty; + b3 = b2 & pos.pawn_attacks(Them, ksq); while (b3) { Square to = pop_1st_bit(&b3); - mlist[n++].move = make_move(to - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N, to); } // Direct checks, double pawn pushes - b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) + b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty - & pos.pawn_attacks(PP.them, ksq); + & pos.pawn_attacks(Them, ksq); while (b3) { Square to = pop_1st_bit(&b3); - mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to); } return n; } - template - int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, - Bitboard blockSquares, MoveStack* mlist, int n) { + template + int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc, + Square ksq, MoveStack* mlist) { + // Discovered checks + int n = 0; + Bitboard b = target & dc; + while (b) + { + Square from = pop_1st_bit(&b); + Bitboard bb = pos.piece_attacks(from) & pos.empty_squares(); + while (bb) + { + Square to = pop_1st_bit(&bb); + mlist[n++].move = make_move(from, to); + } + } + // Direct checks + b = target & ~dc; + Bitboard checkSqs = pos.piece_attacks(ksq) & pos.empty_squares(); + while (b) + { + Square from = pop_1st_bit(&b); + Bitboard bb = pos.piece_attacks(from) & checkSqs; + while (bb) + { + Square to = pop_1st_bit(&bb); + mlist[n++].move = make_move(from, to); + } + } + return n; + } + + int generate_piece_checks_king(const Position& pos, Square from, Bitboard dc, + Square ksq, MoveStack* mlist) { + int n = 0; + if (bit_is_set(dc, from)) + { + Bitboard b = pos.piece_attacks(from) + & pos.empty_squares() + & ~QueenPseudoAttacks[ksq]; + while (b) + { + Square to = pop_1st_bit(&b); + mlist[n++].move = make_move(from, to); + } + } + return n; + } - static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams); + template + int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, + Bitboard blockSquares, MoveStack* mlist) { // Find non-pinned pawns - Bitboard b1 = pos.pawns(PP.us) & not_pinned; + int n = 0; + Bitboard b1 = pos.pawns(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; + Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & blockSquares; while (b2) { Square to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); - if (square_rank(to) == PP.RANK_8) + if (square_rank(to) == TRANK_8) { - mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN); - mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK); - mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP); - mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT); + mlist[n++].move = make_promotion_move(to - TDELTA_N, to, QUEEN); + mlist[n++].move = make_promotion_move(to - TDELTA_N, to, ROOK); + mlist[n++].move = make_promotion_move(to - TDELTA_N, to, BISHOP); + mlist[n++].move = make_promotion_move(to - TDELTA_N, to, KNIGHT); } else - mlist[n++].move = make_move(to - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N, to); } // Double pawn pushes - b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB; - b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;; + b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB; + b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;; while (b2) { Square to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); - assert(PP.us != WHITE || square_rank(to) == RANK_4); - assert(PP.us != BLACK || square_rank(to) == RANK_5); + assert(Us != WHITE || square_rank(to) == RANK_4); + assert(Us != BLACK || square_rank(to) == RANK_5); - mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to); + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to); } return n; } - int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) { + int generate_castle_moves(const Position& pos, MoveStack* mlist) { int n = 0; + Color us = pos.side_to_move(); if (pos.can_castle(us)) { Color them = opposite_color(us); - Square ksq = pos.king_square(us); + Square ksq = pos.king_square(us); assert(pos.piece_on(ksq) == king_of_color(us)); @@ -899,7 +947,7 @@ namespace { Square c1 = relative_square(us, SQ_C1); Square d1 = relative_square(us, SQ_D1); Square s; - bool illegal = false; + bool illegal = false; assert(pos.piece_on(rsq) == rook_of_color(us)); @@ -916,7 +964,7 @@ namespace { && ( pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them) || pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them))) illegal = true; - + if (!illegal) mlist[n++].move = make_castle_move(ksq, rsq); }