QUEEN_SIDE
};
- const bool CAPTURE = true;
- const bool NON_CAPTURE = false;
+ enum MoveType {
+ CAPTURE,
+ NON_CAPTURE
+ };
// Functions
bool castling_is_check(const Position&, CastlingSide);
template<Color, Color, Bitboard, Bitboard, SquareDelta>
MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ 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 generate_piece_moves() with specializations
+ // 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 Piece, bool Capture>
+ template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
assert(Piece == PAWN);
- if (Capture)
+ if (Type == CAPTURE)
return (us == WHITE ? generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
: generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
else
: generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
}
- // Template generate_piece_blocking_evasions() with specializations
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_blocking_evasions<PAWN>(const Position& p, MoveStack* m, Color us,
- Bitboard pnd, Bitboard bs) {
+ inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
+ Color us, Bitboard t, Bitboard pnd) {
if (us == WHITE)
- return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, bs, m);
+ return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, t, m);
else
- return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, bs, m);
+ return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, t, m);
}
}
}
-/// generate_checks() generates all pseudo-legal non-capturing, non-promoting
-/// checks. 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)));
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
// Pieces moves
mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
/// 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, Bitboard pinned) {
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));
// The bitboard of occupied pieces without our king
- Bitboard b2 = pos.occupied_squares();
- clear_bit(&b2, ksq);
+ 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
while (b)
{
from = pop_1st_bit(&b);
- checkersAttacks |= bishop_attacks_bb(from, b2);
+ 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, b2);
+ checkersAttacks |= rook_attacks_bb(from, b_noKing);
}
// Generate evasions for king
{
to = pop_1st_bit(&b1);
// Note that we can use square_is_attacked() only because we
- // have already removed sliders checkers.
+ // have already removed slider checkers.
if (!pos.square_is_attacked(to, them))
(*mlist++).move = make_move(ksq, to);
}
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
- // Pieces moves
- mlist = generate_piece_blocking_evasions<PAWN>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, us, pinned, blockSquares);
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, us, pinned, blockSquares);
- }
+ 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);
- // 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);
+ // 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 &= ~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);
- }
- }
+ 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);
}
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, check if it is also legal
return pos.pl_move_is_legal(m, pinned);
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);
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;
}
// Luckly we can handle all the other pieces in one go
- return ( pos.piece_attacks_square(from, to)
+ return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
&& pos.pl_move_is_legal(m, pinned)
&& !move_promotion(m));
}
return mlist;
}
- 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<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist, Color us,
- Bitboard pinned, Bitboard blockSquares) {
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target, Bitboard pinned) {
Square from;
Bitboard b;
if (pinned && bit_is_set(pinned, from))
continue;
- b = pos.piece_attacks<Piece>(from) & blockSquares;
+ b = pos.piece_attacks<Piece>(from) & target;
SERIALIZE_MOVES(b);
}
return mlist;
}
+ 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, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
SquareDelta TDELTA_NW, SquareDelta TDELTA_N
>
Bitboard enemyPieces = pos.pieces_of_color(Them);
// Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
+ Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
// Capturing promotions
Bitboard b2 = b1 & TRank8BB;
}
// Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
+ b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
// Capturing promotions
b2 = b1 & TRank8BB;
}
// Non-capturing promotions
- b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB;
+ b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
while (b1)
{
to = pop_1st_bit(&b1);
Square to;
// 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)
{
to = pop_1st_bit(&b1);
}
// 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)
{
to = pop_1st_bit(&b1);
}
// Single pawn pushes
- b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
b2 = b1 & TRank8BB;
while (b2)
{
}
// Double pawn pushes
- b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
+ b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
while (b2)
{
to = pop_1st_bit(&b2);
b1 = pos.pawns(Us) & ~file_bb(ksq);
// Discovered checks, single pawn pushes, no promotions
- b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & empty & ~TRank8BB;
+ b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
while (b3)
{
Square to = pop_1st_bit(&b3);
}
// Discovered checks, double pawn pushes
- b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
+ b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
b1 = pos.pawns(Us) & neighboring_files_bb(ksq) & ~dc;
// Direct checks, single pawn pushes
- b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ 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);
return mlist;
Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ if (!checkSqs)
+ return mlist;
+
while (b)
{
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);
}
Bitboard blockSquares, MoveStack* mlist) {
Square to;
- // Find non-pinned pawns
- Bitboard b1 = pos.pawns(Us) & ~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)
{
to = pop_1st_bit(&b2);
}
// 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)
{
to = pop_1st_bit(&b2);
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));
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 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));
// It is a bit complicated to correctly handle Chess960
for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
if ( Side == QUEEN_SIDE
&& 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)))
+ && ( 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)