QUEEN_SIDE
};
- // Function
+ enum MoveType {
+ CAPTURE,
+ NON_CAPTURE
+ };
+
+ // Functions
bool castling_is_check(const Position&, CastlingSide);
- // Template
+ // Helper templates
template<CastlingSide Side>
- MoveStack* generate_castle_moves(const Position&, MoveStack*);
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
- // Template generate_pawn_captures() with specializations
- template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
+ template<Color Us, Rank, Bitboard, SquareDelta>
+ MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
- 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);
- }
+ template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
- // Template generate_pawn_noncaptures() with specializations
template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
- MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
+ MoveStack* generate_pawn_noncaptures(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, Color, Bitboard, Bitboard, SquareDelta>
+ MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+
+ // Template generate_piece_checks() with specializations
+ template<PieceType>
+ MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
- // 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, MoveStack* m, Bitboard np, Bitboard bs) {
- 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, MoveStack* m, Bitboard np, Bitboard bs) {
- return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
- }
+ inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
- // Template generate_pawn_checks() with specializations
- template<Color, Color, Bitboard, Bitboard, SquareDelta>
- MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ if (us == WHITE)
+ return generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ else
+ return generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
- template<Color>
- inline MoveStack* generate_pawn_checks(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
- return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
- }
- template<>
- inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, MoveStack* m, Bitboard dc, Square ksq) {
- return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(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&, MoveStack*, Color us, Bitboard, Square);
+ 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, 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
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
+ : generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
+ }
template<PieceType>
- MoveStack* generate_piece_blocking_evasions(const Position&, MoveStack*, Bitboard, Bitboard);
+ 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) {
+ if (us == WHITE)
+ 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, t, m);
+ }
}
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);
-
- if (us == WHITE)
- mlist = generate_pawn_captures<WHITE>(pos, mlist);
- else
- mlist = generate_pawn_captures<BLACK>(pos, mlist);
-
+ mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
return int(mlist - mlist_start);
}
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);
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
- // Pawn moves
- if (us == WHITE)
- mlist = generate_pawn_checks<WHITE>(pos, mlist, dc, ksq);
- else
- mlist = generate_pawn_checks<BLACK>(pos, mlist, dc, ksq);
-
// Pieces 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);
/// 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());
assert(pos.piece_on(ksq) == king_of_color(us));
// 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
- // of cycles in the slow king evasions legality check loop.
+ // 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, 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
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))))
+ // 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);
}
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)
- mlist = generate_pawn_blocking_evasions<WHITE>(pos, mlist, not_pinned, blockSquares);
- else
- mlist = generate_pawn_blocking_evasions<BLACK>(pos, mlist, not_pinned, blockSquares);
-
- // Pieces moves
- b1 = pos.knights(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<KNIGHT>(pos, mlist, b1, blockSquares);
-
- b1 = pos.bishops(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<BISHOP>(pos, mlist, b1, blockSquares);
-
- b1 = pos.rooks(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<ROOK>(pos, mlist, b1, blockSquares);
-
- b1 = pos.queens(us) & not_pinned;
- if (b1)
- mlist = generate_piece_blocking_evasions<QUEEN>(pos, mlist, b1, 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);
- 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);
}
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.pl_move_is_legal(mlist[i].move, pinned))
return mlist;
}
+ template<PieceType Piece>
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target, Bitboard pinned) {
+ Square from;
+ Bitboard b;
+
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
+ {
+ 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<>
MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
return mlist;
}
- template<PieceType Piece>
- MoveStack* generate_piece_blocking_evasions(const Position& pos, MoveStack* mlist,
- Bitboard b, Bitboard blockSquares) {
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
- SERIALIZE_MOVES(bb);
- }
- return mlist;
- }
-
-
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) {
+ MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
Square to;
Bitboard pawns = pos.pawns(Us);
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) {
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
Bitboard pawns = pos.pawns(Us);
Bitboard enemyPieces = pos.pieces_of_color(Them);
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)
+ MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
// Find all friendly pawns not on the enemy king's file
Bitboard b1, b2, b3;
}
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) {
+ MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
Square to;
// Find non-pinned pawns
- Bitboard b1 = pos.pawns(Us) & not_pinned;
+ Bitboard b1 = pos.pawns(Us) & ~pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
// Double pawn pushes
b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
- b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;
while (b2)
{
to = pop_1st_bit(&b2);