X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmovegen.cpp;h=e7c78bb6e7b43cbf33f477aa635c304438a4dcf8;hp=cf938dadc27d89a93b78b780e6a884f8ccd03d5e;hb=b145e995592c95014a519e91845379d0f9f89ac6;hpb=72289fcfab9750db76d9dab730a7f0c5f405a236 diff --git a/src/movegen.cpp b/src/movegen.cpp index cf938dad..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 . */ @@ -32,36 +32,73 @@ 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; - 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, &forward_white, forward_left_white, forward_right_white }; - - const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, 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_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t); - int generate_castle_moves(const Position&, MoveStack*, Color us); - - int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target, - Bitboard dc, Square ksq, MoveStack* mlist, int n); + // Function + int generate_castle_moves(const Position&, MoveStack*); + + // Template generate_pawn_captures() with specializations + template + int do_generate_pawn_captures(const Position& pos, MoveStack* mlist); + + template + 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 generate_pawn_noncaptures() with specializations + template + int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist); + + template + 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 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 + 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 + 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&, Bitboard, Bitboard, MoveStack*); } @@ -83,18 +120,20 @@ int generate_captures(const Position& pos, MoveStack* mlist) { int n; if (us == WHITE) - n = generate_pawn_captures(WhitePawnOffsets, pos, mlist); + n = generate_pawn_captures(pos, 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_pawn_captures(pos, 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_piece_moves(pos, mlist+n, us, target); + n += generate_piece_moves(pos, mlist+n, us, target); return n; } -/// 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) { @@ -107,21 +146,23 @@ int generate_noncaptures(const Position& pos, MoveStack *mlist) { int n; if (us == WHITE) - n = generate_pawn_noncaptures(WhitePawnOffsets, pos, mlist); + n = generate_pawn_noncaptures(pos, 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_castle_moves(pos, mlist+n, us); + n = generate_pawn_noncaptures(pos, 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_piece_moves(pos, mlist+n, us, target); + n += generate_piece_moves(pos, mlist+n, us, target); + 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) { @@ -137,42 +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(WhitePawnOffsets, pos, dc, ksq, mlist, 0); + if (us == WHITE) + n = generate_pawn_checks(pos, dc, ksq, mlist); else - n = generate_pawn_checks(BlackPawnOffsets, 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(KNIGHT, 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(BISHOP, 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(ROOK, 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(QUEEN, pos, b, dc, ksq, mlist, n); + n += generate_piece_checks(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]; - while (b) - { - Square to = pop_1st_bit(&b); - mlist[n++].move = make_move(from, to); - } - } + // Hopefully we always have a king ;-) + n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n); // TODO: Castling moves! - + return n; } @@ -182,235 +214,149 @@ int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) { /// 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) { +int generate_evasions(const Position& pos, MoveStack* mlist) { assert(pos.is_ok()); assert(pos.is_check()); - Color us, them; - Bitboard checkers = pos.checkers(); - Bitboard pinned, b1, b2; - Square ksq, from, to; + Color us = pos.side_to_move(); + Color them = opposite_color(us); + Square ksq = pos.king_square(us); + Square from, to; int n = 0; - us = pos.side_to_move(); - them = opposite_color(us); - - ksq = pos.king_square(us); assert(pos.piece_on(ksq) == king_of_color(us)); - - // Generate evasions for king: - b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us); - b2 = pos.occupied_squares(); + + // Generate evasions for king + Bitboard b1 = pos.piece_attacks(ksq) & ~pos.pieces_of_color(us); + Bitboard b2 = pos.occupied_squares(); clear_bit(&b2, ksq); - while(b1) { + + 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 + // 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.pawn_attacks(us, to) & pos.pawns(them)) == EmptyBoardBB) && - ((pos.knight_attacks(to) & pos.knights(them)) == EmptyBoardBB) && - ((pos.king_attacks(to) & pos.kings(them)) == EmptyBoardBB) && - ((bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them)) - == EmptyBoardBB) && - ((rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) == EmptyBoardBB)) - mlist[n++].move = make_move(ksq, to); - } + 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); + } - // Generate evasions for other pieces only if not double check. We use a + // 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). - if(!(checkers & (checkers - 1))) { - Square checksq = first_1(checkers); - assert(pos.color_of_piece_on(checksq) == them); - - // Find pinned pieces: - pinned = pos.pinned_pieces(us); - - // Generate captures of the checking piece: - - // Pawn captures: - b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned; - while(b1) { - from = pop_1st_bit(&b1); - if(relative_rank(us, checksq) == RANK_8) { - mlist[n++].move = make_promotion_move(from, checksq, QUEEN); - mlist[n++].move = make_promotion_move(from, checksq, ROOK); - mlist[n++].move = make_promotion_move(from, checksq, BISHOP); - mlist[n++].move = make_promotion_move(from, checksq, KNIGHT); - } - else - mlist[n++].move = make_move(from, checksq); - } + Bitboard checkers = pos.checkers(); - // Knight captures: - b1 = pos.knight_attacks(checksq) & pos.knights(us) & ~pinned; - while(b1) { - from = pop_1st_bit(&b1); - mlist[n++].move = make_move(from, checksq); - } + if (!(checkers & (checkers - 1))) // Only one bit set? + { + Square checksq = first_1(checkers); - // Bishop and queen captures: - b1 = pos.bishop_attacks(checksq) & pos.bishops_and_queens(us) - & ~pinned; - while(b1) { - from = pop_1st_bit(&b1); - mlist[n++].move = make_move(from, checksq); - } + assert(pos.color_of_piece_on(checksq) == them); - // Rook and queen captures: - b1 = pos.rook_attacks(checksq) & pos.rooks_and_queens(us) - & ~pinned; - while(b1) { - from = pop_1st_bit(&b1); - mlist[n++].move = make_move(from, checksq); - } + // Find pinned pieces + Bitboard not_pinned = ~pos.pinned_pieces(us); - // Blocking check evasions are possible only if the checking piece is - // a slider: - if(checkers & pos.sliders()) { - Bitboard blockSquares = squares_between(checksq, ksq); - 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. :-( - if(us == WHITE) { - // Find non-pinned pawns: - b1 = pos.pawns(WHITE) & ~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) & ~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); - } - } + // Generate captures of the checking piece - // Knight moves - b1 = pos.knights(us) & ~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 - b1 = pos.bishops(us) & ~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 - b1 = pos.rooks(us) & ~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); - } + // Pawn captures + b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned; + while (b1) + { + from = pop_1st_bit(&b1); + if (relative_rank(us, checksq) == RANK_8) + { + mlist[n++].move = make_promotion_move(from, checksq, QUEEN); + mlist[n++].move = make_promotion_move(from, checksq, ROOK); + mlist[n++].move = make_promotion_move(from, checksq, BISHOP); + mlist[n++].move = make_promotion_move(from, checksq, KNIGHT); + } else + mlist[n++].move = make_move(from, checksq); } - - // Queen moves - b1 = pos.queens(us) & ~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); - } + + // Pieces captures + b1 = ( (pos.piece_attacks(checksq) & pos.knights(us)) + | (pos.piece_attacks(checksq) & pos.bishops_and_queens(us)) + | (pos.piece_attacks(checksq) & pos.rooks_and_queens(us)) ) & not_pinned; + + while (b1) + { + from = pop_1st_bit(&b1); + mlist[n++].move = make_move(from, checksq); } + + // Blocking check evasions are possible only if the checking piece is + // a slider + if (checkers & pos.sliders()) + { + Bitboard blockSquares = squares_between(checksq, ksq); + + assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB); + + // 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); + else + 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); + + b1 = pos.bishops(us) & not_pinned; + if (b1) + 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); + + b1 = pos.queens(us) & not_pinned; + if (b1) + n += generate_piece_blocking_evasions(pos, b1, blockSquares, mlist+n); } - // Finally, the ugly special case of en passant captures. An en passant + // Finally, the ugly special case of en passant captures. An en passant // capture can only be a check evasion if the check is not a discovered - // check. If pos.ep_square() is set, the last move made must have been - // a double pawn push. If, furthermore, the checking piece is a pawn, + // check. If pos.ep_square() is set, the last move made must have been + // a double pawn push. If, furthermore, the checking piece is a pawn, // an en passant check evasion may be possible. - if(pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them))) { - to = pos.ep_square(); - b1 = pos.pawn_attacks(them, to) & pos.pawns(us); - assert(b1 != EmptyBoardBB); - b1 &= ~pinned; - while(b1) { - from = pop_1st_bit(&b1); - - // Before generating the move, we have to make sure it is legal. - // This is somewhat tricky, because the two disappearing pawns may - // cause new "discovered checks". We test this by removing the - // two relevant bits from the occupied squares bitboard, and using - // the low-level bitboard functions for bishop and rook attacks. - b2 = pos.occupied_squares(); - clear_bit(&b2, from); - clear_bit(&b2, checksq); - if(((bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them)) - == EmptyBoardBB) && - ((rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them)) - == EmptyBoardBB)) - mlist[n++].move = make_ep_move(from, to); - } + if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them))) + { + to = pos.ep_square(); + b1 = pos.pawn_attacks(them, to) & pos.pawns(us); + + assert(b1 != EmptyBoardBB); + + b1 &= not_pinned; + while (b1) + { + from = pop_1st_bit(&b1); + + // Before generating the move, we have to make sure it is legal. + // This is somewhat tricky, because the two disappearing pawns may + // cause new "discovered checks". We test this by removing the + // two relevant bits from the occupied squares bitboard, and using + // the low-level bitboard functions for bishop and rook attacks. + b2 = pos.occupied_squares(); + clear_bit(&b2, from); + 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); + } } } - return n; } @@ -449,7 +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()); @@ -559,7 +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) @@ -624,66 +570,123 @@ Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { namespace { - int generate_pawn_captures(const PawnOffsets& ofs, 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; + } + - Bitboard pawns = pos.pawns(ofs.us); - Bitboard enemyPieces = pos.pieces_of_color(ofs.them); + template + int do_generate_pawn_captures(const Position& pos, MoveStack* mlist) { + + 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 = (ofs.forward_right)(pawns) & ~FileABB & enemyPieces; + Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces; // Capturing promotions - Bitboard b2 = b1 & ofs.Rank8BB; + Bitboard b2 = b1 & TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, QUEEN); + mlist[n++].move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN); } // Capturing non-promotions - b2 = b1 & ~ofs.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - ofs.DELTA_NE, sq); + mlist[n++].move = make_move(sq - TDELTA_NE, sq); } // Captures in the h1-a8 (h8-a1 for black) direction - b1 = (ofs.forward_left)(pawns) & ~FileHBB & enemyPieces; + b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces; // Capturing promotions - b2 = b1 & ofs.Rank8BB; + b2 = b1 & TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, QUEEN); + mlist[n++].move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN); } // Capturing non-promotions - b2 = b1 & ~ofs.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - ofs.DELTA_NW, sq); + mlist[n++].move = make_move(sq - TDELTA_NW, sq); } // Non-capturing promotions - b1 = (ofs.forward)(pawns) & 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 - ofs.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(ofs.us != WHITE || square_rank(pos.ep_square()) == RANK_6); - assert(ofs.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(ofs.them, pos.ep_square()); + b1 = pawns & pos.pawn_attacks(Them, pos.ep_square()); assert(b1 != EmptyBoardBB); while (b1) @@ -695,79 +698,164 @@ namespace { return n; } + template + int do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) { - int generate_pawn_noncaptures(const PawnOffsets& ofs, const Position& pos, MoveStack* mlist) { - - Bitboard pawns = pos.pawns(ofs.us); - Bitboard enemyPieces = pos.pieces_of_color(ofs.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 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.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 - ofs.DELTA_NE, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - ofs.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 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.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 - ofs.DELTA_NW, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - ofs.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 = ofs.forward(pawns) & emptySquares; - b2 = b1 & ofs.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 - ofs.DELTA_N, sq, ROOK); - mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, BISHOP); - mlist[n++].move = make_promotion_move(sq - ofs.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 & ~ofs.Rank8BB; + b2 = b1 & ~TRank8BB; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - ofs.DELTA_N, sq); + mlist[n++].move = make_move(sq - TDELTA_N, sq); } // Double pawn pushes - b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares; + b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares; while (b2) { sq = pop_1st_bit(&b2); - mlist[n++].move = make_move(sq - ofs.DELTA_N - ofs.DELTA_N, sq); + mlist[n++].move = make_move(sq - TDELTA_N - TDELTA_N, sq); } return n; } - int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist, - Color side, Bitboard target) { + template + int do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist) + { + // 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(); - const Piece_attacks_fn mem_fn = piece_attacks_fn[piece]; - Square from, to; - Bitboard b; + // 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; + while (b3) + { + Square to = pop_1st_bit(&b3); + mlist[n++].move = make_move(to - TDELTA_N, to); + } + + // Discovered checks, double pawn pushes + b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty; + while (b3) + { + Square to = pop_1st_bit(&b3); + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_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 = (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 - TDELTA_N, to); + } + + // Direct checks, double pawn pushes + b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) + & empty + & pos.pawn_attacks(Them, ksq); + + while (b3) + { + Square to = pop_1st_bit(&b3); + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to); + } + return 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; + } - for (int i = 0; i < pos.piece_count(side, piece); i++) + 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)) { - from = pos.piece_list(side, piece, i); - b = (pos.*mem_fn)(from) & target; + Bitboard b = pos.piece_attacks(from) + & pos.empty_squares() + & ~QueenPseudoAttacks[ksq]; while (b) { - to = pop_1st_bit(&b); + Square to = pop_1st_bit(&b); mlist[n++].move = make_move(from, to); } } @@ -775,14 +863,58 @@ namespace { } - int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) { + template + int do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, + Bitboard blockSquares, MoveStack* mlist) { + // Find non-pinned pawns + 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 = (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) == TRANK_8) + { + 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 - TDELTA_N, to); + } + + // Double pawn pushes + 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(Us != WHITE || square_rank(to) == RANK_4); + assert(Us != BLACK || square_rank(to) == RANK_5); + + mlist[n++].move = make_move(to - TDELTA_N - TDELTA_N, to); + } + return n; + } + + + 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)); @@ -815,7 +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)); @@ -832,95 +964,11 @@ 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); } } 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]; - - // Discovered checks - Bitboard b = target & dc; - while (b) - { - Square from = pop_1st_bit(&b); - Bitboard bb = (pos.*mem_fn)(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.*mem_fn)(ksq) & pos.empty_squares(); - while (b) - { - Square from = pop_1st_bit(&b); - Bitboard bb = (pos.*mem_fn)(from) & checkSqs; - while (bb) - { - Square to = pop_1st_bit(&bb); - mlist[n++].move = make_move(from, to); - } - } - return n; - } - - int generate_pawn_checks(const PawnOffsets& ofs, const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n) - { - // 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; - } }