/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
- Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2009 Marco Costalba
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "movegen.h"
+// Simple macro to wrap a very common while loop, no facny, no flexibility,
+// hardcoded list name 'mlist' and from square 'from'.
+#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
////
//// Local definitions
namespace {
- // Function
- MoveStack* generate_castle_moves(const Position&, MoveStack*);
+ enum CastlingSide {
+ KING_SIDE,
+ QUEEN_SIDE
+ };
- // Template generate_pawn_captures() with specializations
- template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
+ enum MoveType {
+ CAPTURE,
+ NON_CAPTURE
+ };
- template<Color>
- inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
- return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
- }
- template<>
- inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
- return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
- }
+ // Functions
+ bool castling_is_check(const Position&, CastlingSide);
- // Template generate_pawn_noncaptures() with specializations
- template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
+ // Helper templates
+ template<CastlingSide Side>
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
- template<Color>
- inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
- return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
- }
- template<>
- inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
- return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
- }
+ template<Color Us>
+ MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
- // Template generate_pawn_blocking_evasions() with specializations
- template<Color Us, Rank, Bitboard, SquareDelta>
- MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist);
- template<Color>
- inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
- return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
- }
- template<>
- inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
- return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
- }
+ template<Color Us>
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
+
+ template<Color Us, SquareDelta Diagonal>
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces);
+
+ template<Color Us>
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
- // Template generate_pawn_checks() with specializations
- template<Color, Color, Bitboard, Bitboard, SquareDelta>
- MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ template<Color Us>
+ MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
- template<Color>
- inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
- return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ template<Color Us, SquareDelta Direction>
+ inline Bitboard move_pawns(Bitboard p) {
+
+ if (Direction == DELTA_N)
+ return Us == WHITE ? p << 8 : p >> 8;
+ else if (Direction == DELTA_NE)
+ return Us == WHITE ? p << 9 : p >> 7;
+ else if (Direction == DELTA_NW)
+ return Us == WHITE ? p << 7 : p >> 9;
+ else
+ return p;
}
+
+ // Template generate_piece_checks() with specializations
+ template<PieceType>
+ MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
+
template<>
- inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
- return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
+ inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+
+ return (us == WHITE ? generate_pawn_checks<WHITE>(p, dc, ksq, m)
+ : generate_pawn_checks<BLACK>(p, dc, ksq, m));
}
- // non-pawn templates
+ // Template generate_piece_moves() with specializations and overloads
template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+
template<>
- MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
+ MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
- template<PieceType>
- MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
- MoveStack* generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
+ template<PieceType Piece, MoveType Type>
+ inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
+
+ assert(Piece == PAWN);
+
+ if (Type == CAPTURE)
+ return (us == WHITE ? generate_pawn_captures<WHITE>(p, m)
+ : generate_pawn_captures<BLACK>(p, m));
+ else
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE>(p, m)
+ : generate_pawn_noncaptures<BLACK>(p, m));
+ }
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
+
+ template<>
+ inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
+ Color us, Bitboard t, Bitboard pnd) {
+
+ return (us == WHITE ? generate_pawn_blocking_evasions<WHITE>(p, pnd, t, m)
+ : generate_pawn_blocking_evasions<BLACK>(p, pnd, t, m));
+ }
}
Bitboard target = pos.pieces_of_color(opposite_color(us));
MoveStack* mlist_start = mlist;
- if (us == WHITE)
- mlist = generate_pawn_captures<WHITE>(pos, mlist);
- else
- mlist = generate_pawn_captures<BLACK>(pos, mlist);
-
- mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
- mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
- mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
return int(mlist - mlist_start);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. The return value is the number of moves generated.
+/// underpromotions. The return value is the number of moves generated.
int generate_noncaptures(const Position& pos, MoveStack* mlist) {
Bitboard target = pos.empty_squares();
MoveStack* mlist_start = mlist;
- if (us == WHITE)
- mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
- else
- mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
-
+ mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
- mlist = generate_castle_moves(pos, mlist);
+ mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
+ mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
return int(mlist - mlist_start);
}
-/// 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.
+/// generate_non_capture_checks() generates all pseudo-legal non-capturing,
+/// non-promoting checks. It returns the number of generated moves.
-int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
+int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
assert(pos.is_ok());
assert(!pos.is_check());
Square ksq = pos.king_square(opposite_color(us));
MoveStack* mlist_start = mlist;
- assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
-
- dc = pos.discovered_check_candidates(us);
-
- // Pawn moves
- if (us == WHITE)
- mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
- else
- mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
// Pieces moves
- Bitboard b = pos.knights(us);
- if (b)
- mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
-
- b = pos.bishops(us);
- if (b)
- mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
-
- b = pos.rooks(us);
- if (b)
- mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
-
- b = pos.queens(us);
- if (b)
- mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
-
- // Hopefully we always have a king ;-)
- mlist = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist);
-
- // TODO: Castling moves!
+ mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
+ mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
+
+ // Castling moves that give check. Very rare but nice to have!
+ if ( pos.can_castle_queenside(us)
+ && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_D)
+ && castling_is_check(pos, QUEEN_SIDE))
+ mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
+
+ if ( pos.can_castle_kingside(us)
+ && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_F)
+ && castling_is_check(pos, KING_SIDE))
+ mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
return int(mlist - mlist_start);
}
/// 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
-/// function is very ugly, and needs cleaning up some time later. FIXME
+/// in check. Unlike the other move generation functions, this one generates
+/// only legal moves. It returns the number of generated moves.
-int generate_evasions(const Position& pos, MoveStack* mlist) {
+int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(pos.is_ok());
assert(pos.is_check());
Square ksq = pos.king_square(us);
MoveStack* mlist_start = mlist;
- assert(pos.piece_on(ksq) == king_of_color(us));
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
- // Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
- Bitboard b2 = pos.occupied_squares();
- clear_bit(&b2, ksq);
+ // The bitboard of occupied pieces without our king
+ Bitboard b_noKing = pos.occupied_squares();
+ clear_bit(&b_noKing, 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
+ // and to be able to use square_is_attacked().
+ 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, b_noKing);
+ }
+
+ b = checkers & (pos.queens() | pos.rooks());
+ while (b)
+ {
+ from = pop_1st_bit(&b);
+ checkersAttacks |= rook_attacks_bb(from, b_noKing);
+ }
+
+ // 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);
+ // Note that we can use square_is_attacked() only because we
+ // have already removed slider checkers.
+ if (!pos.square_is_attacked(to, 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);
assert(pos.color_of_piece_on(checksq) == them);
- // Find pinned pieces
- Bitboard not_pinned = ~pos.pinned_pieces(us);
-
// Generate captures of the checking piece
// Pawn captures
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
+ b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
while (b1)
{
from = pop_1st_bit(&b1);
// Pieces captures
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;
+ | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
while (b1)
{
}
// Blocking check evasions are possible only if the checking piece is
- // a slider
+ // 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)
- generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
- else
- generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
-
- // Pieces moves
- b1 = pos.knights(us) & not_pinned;
- if (b1)
- generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
-
- b1 = pos.bishops(us) & not_pinned;
- if (b1)
- generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
-
- b1 = pos.rooks(us) & not_pinned;
- if (b1)
- generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
-
- b1 = pos.queens(us) & not_pinned;
- if (b1)
- generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
- }
+ if (blockSquares != EmptyBoardBB)
+ {
+ mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);
+ }
+ }
- // 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,
- // 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);
+ // Finally, the 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,
+ // 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);
+ // The checking pawn cannot be a discovered (bishop) check candidate
+ // otherwise we were in check also before last double push move.
+ assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
+ assert(count_1s(b1) == 1 || count_1s(b1) == 2);
- 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++).move = make_ep_move(from, to);
- }
- }
+ b1 &= ~pinned;
+ while (b1)
+ {
+ from = pop_1st_bit(&b1);
+ // Move is always legal because checking pawn is not a discovered
+ // check candidate and our capturing pawn has been already tested
+ // against pinned pieces.
+ (*mlist++).move = make_ep_move(from, to);
+ }
+ }
}
return int(mlist - mlist_start);
}
/// 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.
assert(pos.is_ok());
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+
if (pos.is_check())
- return generate_evasions(pos, mlist);
+ return generate_evasions(pos, mlist, pinned);
// Generate pseudo-legal moves
int n = generate_captures(pos, mlist);
n += generate_noncaptures(pos, mlist + n);
- Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
-
// Remove illegal moves from the list
for (int i = 0; i < n; i++)
- if (!pos.move_is_legal(mlist[i].move, pinned))
+ if (!pos.pl_move_is_legal(mlist[i].move, pinned))
mlist[i--].move = mlist[--n].move;
return n;
}
-/// generate_move_if_legal() takes a position and a (not necessarily
-/// pseudo-legal) move and a pinned pieces bitboard as input, and tests
-/// whether the move is legal. If the move is legal, the move itself is
-/// returned. If not, the function returns MOVE_NONE. This function must
+/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
+/// move and a pinned pieces bitboard as input, and tests whether
+/// the move is legal. If the move is legal, the move itself is
+/// returned. If not, the function returns false. 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) {
+bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(pos.is_ok());
assert(!pos.is_check());
assert(move_is_ok(m));
+ assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
Color them = opposite_color(us);
// If the from square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
if (color_of_piece(pc) != us)
- return MOVE_NONE;
+ return false;
Square to = move_to(m);
// en passant square.
if ( type_of_piece(pc) != PAWN
|| to != pos.ep_square())
- return MOVE_NONE;
+ return false;
assert(pos.square_is_empty(to));
- assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
+ assert(pos.piece_on(to - pawn_push(us)) == piece_of_color_and_type(them, PAWN));
- // The move is pseudo-legal. If it is legal, return it.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Castling moves
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_kingside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_kr_square(us));
- assert(pos.piece_on(to) == rook_of_color(us));
+ assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
Square g1 = relative_square(us, SQ_G1);
Square f1 = relative_square(us, SQ_F1);
if (s != from && s != to && !pos.square_is_empty(s))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
if (move_is_long_castle(m))
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_queenside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_qr_square(us));
- assert(pos.piece_on(to) == rook_of_color(us));
+ assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
Square c1 = relative_square(us, SQ_C1);
Square d1 = relative_square(us, SQ_D1);
illegal = true;
if ( square_file(to) == FILE_B
- && ( pos.piece_on(to + DELTA_W) == rook_of_color(them)
- || pos.piece_on(to + DELTA_W) == queen_of_color(them)))
+ && ( pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, ROOK)
+ || pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, QUEEN)))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
// Normal moves
// The destination square cannot be occupied by a friendly piece
if (pos.color_of_piece_on(to) == us)
- return MOVE_NONE;
+ return false;
// Proceed according to the type of the moving piece.
if (type_of_piece(pc) == PAWN)
{
+ // Move direction must be compatible with pawn color
+ int direction = to - from;
+ if ((us == WHITE) != (direction > 0))
+ return false;
+
// If the destination square is on the 8/1th rank, the move must
// be a promotion.
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE))
&& !move_promotion(m))
- return MOVE_NONE;
+ return false;
// Proceed according to the square delta between the source and
// destionation squares.
- switch (to - from)
+ switch (direction)
{
case DELTA_NW:
case DELTA_NE:
// Capture. The destination square must be occupied by an enemy
// piece (en passant captures was handled earlier).
if (pos.color_of_piece_on(to) != them)
- return MOVE_NONE;
+ return false;
break;
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!pos.square_is_empty(to))
- return MOVE_NONE;
+ return false;
break;
case DELTA_NN:
if ( square_rank(to) != RANK_4
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_N))
- return MOVE_NONE;
+ return false;
break;
case DELTA_SS:
if ( square_rank(to) != RANK_5
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_S))
- return MOVE_NONE;
+ return false;
break;
default:
- return MOVE_NONE;
+ return false;
}
- // The move is pseudo-legal. Return it if it is legal.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Luckly we can handle all the other pieces in one go
- return ( pos.piece_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
+ return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
+ && pos.pl_move_is_legal(m, pinned)
+ && !move_promotion(m));
}
template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- Square from, to;
+ Square from;
Bitboard b;
- for (int i = 0; i < pos.piece_count(us, Piece); i++)
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
from = pos.piece_list(us, Piece, i);
b = pos.piece_attacks<Piece>(from) & target;
- while (b)
- {
- to = pop_1st_bit(&b);
- (*mlist++).move = make_move(from, to);
- }
+ SERIALIZE_MOVES(b);
}
return mlist;
}
- template<>
- MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
+ template<PieceType Piece>
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target, Bitboard pinned) {
+ Square from;
Bitboard b;
- Square to, from = pos.king_square(us);
- b = pos.piece_attacks<KING>(from) & target;
- while (b)
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
- to = pop_1st_bit(&b);
- (*mlist++).move = make_move(from, to);
+ from = pos.piece_list(us, Piece, i);
+ if (pinned && bit_is_set(pinned, from))
+ continue;
+
+ b = pos.piece_attacks<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
}
return mlist;
}
- template<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist) {
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- (*mlist++).move = make_move(from, to);
- }
- }
+ template<>
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square from = pos.king_square(us);
+
+ b = pos.piece_attacks<KING>(from) & target;
+ SERIALIZE_MOVES(b);
return mlist;
}
+ template<Color Us, SquareDelta Diagonal>
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
- template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
- SquareDelta TDELTA_NW, SquareDelta TDELTA_N
- >
- MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
+ const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
+ const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
+ const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
- Square sq;
- Bitboard pawns = pos.pawns(Us);
- Bitboard enemyPieces = pos.pieces_of_color(Them);
+ Square to;
- // Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
+ // Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
+ Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions
Bitboard b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, QUEEN);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
}
// Capturing non-promotions
b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_move(sq - TDELTA_NE, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TTDELTA_NE, to);
}
+ return mlist;
+ }
- // Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
+ template<Color Us>
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
- // Capturing promotions
- b2 = b1 & TRank8BB;
- while (b2)
- {
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, QUEEN);
- }
+ // Calculate our parametrized parameters at compile time
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
- // Capturing non-promotions
- b2 = b1 & ~TRank8BB;
- while (b2)
- {
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_move(sq - TDELTA_NW, sq);
- }
+ Square to;
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+
+ // Standard captures and capturing promotions in both directions
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces);
// Non-capturing promotions
- b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB;
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, QUEEN);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
}
// En passant captures
while (b1)
{
- sq = pop_1st_bit(&b1);
- (*mlist++).move = make_ep_move(sq, pos.ep_square());
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_ep_move(to, pos.ep_square());
}
}
return mlist;
}
- template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
- SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
- >
- MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+ template<Color Us>
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
+ const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+
+ Bitboard b1, b2;
+ Square to;
Bitboard pawns = pos.pawns(Us);
- Bitboard enemyPieces = pos.pieces_of_color(Them);
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
Bitboard emptySquares = pos.empty_squares();
- Bitboard b1, b2;
- Square sq;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
+ b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, ROOK);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, BISHOP);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NE, sq, KNIGHT);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
}
// Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
+ b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, ROOK);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, BISHOP);
- (*mlist++).move = make_promotion_move(sq - TDELTA_NW, sq, KNIGHT);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
}
// Single pawn pushes
- b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, ROOK);
- (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, BISHOP);
- (*mlist++).move = make_promotion_move(sq - TDELTA_N, sq, 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)
{
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_move(sq - TDELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
+ b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
while (b2)
{
- sq = pop_1st_bit(&b2);
- (*mlist++).move = make_move(sq - TDELTA_N - TDELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
return mlist;
}
- template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
- MoveStack* do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
+ template<Color Us>
+ MoveStack* 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.
- Bitboard empty = pos.empty_squares();
-
- // Find all friendly pawns not on the enemy king's file
- Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
+ // Calculate our parametrized parameters at compile time
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+ const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N);
+
+ Bitboard b1, b2, b3;
+ Bitboard pawns = pos.pawns(Us);
- // Discovered checks, single pawn pushes
- b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
- while (b3)
+ if (dc & pawns)
{
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N, to);
- }
+ Bitboard empty = pos.empty_squares();
- // Discovered checks, double pawn pushes
- b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
+ // Pawn moves which gives 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.
+ b1 = pawns & ~file_bb(ksq);
+
+ // Discovered checks, single pawn pushes, no promotions
+ b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
+ while (b3)
+ {
+ Square to = pop_1st_bit(&b3);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
+ }
+
+ // Discovered checks, double pawn pushes
+ b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
+ while (b3)
+ {
+ Square to = pop_1st_bit(&b3);
+ (*mlist++).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 ??
+ // and in the two ranks that, after the push, are in front of the enemy king.
+ b1 = pawns & neighboring_files_bb(ksq) & ~dc;
+ b2 = rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S);
+ b1 &= b2;
+ if (!b1)
+ return mlist;
// Direct checks, single pawn pushes
- b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ Bitboard empty = pos.empty_squares();
+ b2 = move_pawns<Us, DELTA_N>(b1) & empty;
b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
{
}
// Direct checks, double pawn pushes
- b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
- & empty
- & pos.pawn_attacks(Them, ksq);
-
+ b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
}
template<PieceType Piece>
- MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist) {
+ MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard dc, Square ksq) {
+
+ Bitboard target = pos.pieces_of_color_and_type(us, Piece);
+
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- (*mlist++).move = make_move(from, to);
- }
+ if (Piece == KING)
+ bb &= ~QueenPseudoAttacks[ksq];
+
+ SERIALIZE_MOVES(bb);
}
+
// Direct checks
b = target & ~dc;
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- while (b)
+ if (Piece != KING || b)
{
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- (*mlist++).move = make_move(from, to);
- }
- }
- return mlist;
- }
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ if (!checkSqs)
+ return mlist;
- MoveStack* generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
- Square ksq, MoveStack* mlist) {
- if (bit_is_set(dc, from))
- {
- Bitboard b = pos.piece_attacks<KING>(from)
- & pos.empty_squares()
- & ~QueenPseudoAttacks[ksq];
while (b)
{
- Square to = pop_1st_bit(&b);
- (*mlist++).move = make_move(from, to);
+ Square from = pop_1st_bit(&b);
+ if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
+ || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
+ || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
+ continue;
+
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ SERIALIZE_MOVES(bb);
}
}
return mlist;
}
+ template<Color Us>
+ MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
+
+ // Calculate our parametrized parameters at compile time
+ const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
+ const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
+
+ Square to;
- template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
- MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist) {
- // Find non-pinned pawns
- Bitboard b1 = pos.pawns(Us) & not_pinned;
+ // Find non-pinned pawns and push them one square
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pawns(Us) & ~pinned);
- // Single pawn pushes. We don't have to AND with empty squares here,
+ // 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;
+ Bitboard b2 = b1 & blockSquares;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == TRANK_8)
+ if (square_rank(to) == TRank8BB)
{
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
}
// Double pawn pushes
- b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
- b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = b1 & pos.empty_squares() & TRank3BB;
+ b2 = move_pawns<Us, DELTA_N>(b2) & blockSquares;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
assert(Us != WHITE || square_rank(to) == RANK_4);
return mlist;
}
-
+ template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
Color us = pos.side_to_move();
- if (pos.can_castle(us))
+ if ( (Side == KING_SIDE && pos.can_castle_kingside(us))
+ ||(Side == QUEEN_SIDE && pos.can_castle_queenside(us)))
{
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- assert(pos.piece_on(ksq) == king_of_color(us));
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
- if (pos.can_castle_kingside(us))
- {
- Square rsq = pos.initial_kr_square(us);
- Square g1 = relative_square(us, SQ_G1);
- Square f1 = relative_square(us, SQ_F1);
- Square s;
- bool illegal = false;
+ Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us));
+ Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
+ Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
+ Square s;
+ bool illegal = false;
- assert(pos.piece_on(rsq) == rook_of_color(us));
+ assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
- for (s = Min(ksq, g1); s <= Max(ksq, g1); s++)
- if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
+ // It is a bit complicated to correctly handle Chess960
+ for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
+ if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
+ || pos.square_is_attacked(s, them))
+ illegal = true;
- for (s = Min(rsq, f1); s <= Max(rsq, f1); s++)
- if (s != ksq && s != rsq && pos.square_is_occupied(s))
- illegal = true;
+ for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
+ if (s != ksq && s != rsq && pos.square_is_occupied(s))
+ illegal = true;
- if (!illegal)
- (*mlist++).move = make_castle_move(ksq, rsq);
- }
-
- if (pos.can_castle_queenside(us))
- {
- Square rsq = pos.initial_qr_square(us);
- Square c1 = relative_square(us, SQ_C1);
- Square d1 = relative_square(us, SQ_D1);
- Square s;
- bool illegal = false;
-
- assert(pos.piece_on(rsq) == rook_of_color(us));
-
- for (s = Min(ksq, c1); s <= Max(ksq, c1); s++)
- if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
-
- for (s = Min(rsq, d1); s <= Max(rsq, d1); s++)
- if (s != ksq && s != rsq && pos.square_is_occupied(s))
- illegal = true;
-
- if ( square_file(rsq) == FILE_B
- && ( pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them)
- || pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them)))
+ if ( Side == QUEEN_SIDE
+ && square_file(rsq) == FILE_B
+ && ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK)
+ || pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN)))
illegal = true;
if (!illegal)
(*mlist++).move = make_castle_move(ksq, rsq);
- }
}
return mlist;
}
+ bool castling_is_check(const Position& pos, CastlingSide side) {
+
+ // After castling opponent king is attacked by the castled rook?
+ 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();
+
+ clear_bit(&occ, ksq); // Remove our king from the board
+ Square rsq = make_square(rookFile, square_rank(ksq));
+ return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us)));
+ }
}