(*mlist++).move = make_move(to - (d), to); }
namespace {
- enum CastlingSide { KING_SIDE, QUEEN_SIDE };
-
template<CastlingSide Side, bool OnlyChecks>
MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
- const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
- Side ? BLACK_OOO : BLACK_OO };
-
- if (!pos.can_castle(CR[us]))
+ if (pos.castle_impeded(us, Side) || !pos.can_castle(make_castle_right(us, Side)))
return mlist;
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
Square kfrom = pos.king_square(us);
- Square rfrom = pos.castle_rook_square(CR[us]);
+ Square rfrom = pos.castle_rook_square(us, Side);
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
- Square rto = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
Bitboard enemies = pos.pieces(~us);
assert(!pos.in_check());
- assert(pos.piece_on(kfrom) == make_piece(us, KING));
- assert(pos.piece_on(rfrom) == make_piece(us, ROOK));
-
- // Unimpeded rule: All the squares between the king's initial and final squares
- // (including the final square), and all the squares between the rook's initial
- // and final squares (including the final square), must be vacant except for
- // the king and castling rook.
- for (Square s = std::min(rfrom, rto), e = std::max(rfrom, rto); s <= e; s++)
- if (s != kfrom && s != rfrom && !pos.square_is_empty(s))
- return mlist;
for (Square s = std::min(kfrom, kto), e = std::max(kfrom, kto); s <= e; s++)
- if ( (s != kfrom && s != rfrom && !pos.square_is_empty(s))
- ||(pos.attackers_to(s) & enemies))
+ if ( s != kfrom // We are not in check
+ && (pos.attackers_to(s) & enemies))
return mlist;
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if ( pos.is_chess960()
- && (pos.attackers_to(kto, pos.occupied_squares() ^ rfrom) & enemies))
+ && (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
return mlist;
(*mlist++).move = make_castle(kfrom, rfrom);
}
- template<MoveType Type, Square Delta>
+ template<GenType Type, Square Delta>
inline MoveStack* generate_promotions(MoveStack* mlist, Bitboard pawnsOn7, Bitboard target, Square ksq) {
Bitboard b = move_pawns<Delta>(pawnsOn7) & target;
{
Square to = pop_1st_bit(&b);
- if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
+ if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
(*mlist++).move = make_promotion(to - Delta, to, QUEEN);
- if (Type == MV_QUIET || Type == MV_EVASION || Type == MV_NON_EVASION)
+ if (Type == QUIETS || Type == EVASIONS || Type == NON_EVASIONS)
{
(*mlist++).move = make_promotion(to - Delta, to, ROOK);
(*mlist++).move = make_promotion(to - Delta, to, BISHOP);
// Knight-promotion is the only one that can give a direct check not
// already included in the queen-promotion.
- if (Type == MV_QUIET_CHECK && (StepAttacksBB[W_KNIGHT][to] & ksq))
+ if (Type == QUIET_CHECKS && (StepAttacksBB[W_KNIGHT][to] & ksq))
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
else
(void)ksq; // Silence a warning under MSVC
}
- template<Color Us, MoveType Type>
+ template<Color Us, GenType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
// Compute our parametrized parameters at compile time, named according to
Bitboard b1, b2, dc1, dc2, emptySquares;
- Bitboard pawnsOn7 = pos.pieces(PAWN, Us) & TRank7BB;
- Bitboard pawnsNotOn7 = pos.pieces(PAWN, Us) & ~TRank7BB;
+ Bitboard pawnsOn7 = pos.pieces(Us, PAWN) & TRank7BB;
+ Bitboard pawnsNotOn7 = pos.pieces(Us, PAWN) & ~TRank7BB;
- Bitboard enemies = (Type == MV_EVASION ? pos.pieces(Them) & target:
- Type == MV_CAPTURE ? target : pos.pieces(Them));
+ Bitboard enemies = (Type == EVASIONS ? pos.pieces(Them) & target:
+ Type == CAPTURES ? target : pos.pieces(Them));
// Single and double pawn pushes, no promotions
- if (Type != MV_CAPTURE)
+ if (Type != CAPTURES)
{
- emptySquares = (Type == MV_QUIET ? target : ~pos.occupied_squares());
+ emptySquares = (Type == QUIETS ? target : ~pos.pieces());
b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
- if (Type == MV_EVASION) // Consider only blocking squares
+ if (Type == EVASIONS) // Consider only blocking squares
{
b1 &= target;
b2 &= target;
}
- if (Type == MV_QUIET_CHECK)
+ if (Type == QUIET_CHECKS)
{
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
}
// Promotions and underpromotions
- if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
+ if (pawnsOn7 && (Type != EVASIONS || (target & TRank8BB)))
{
- if (Type == MV_CAPTURE)
- emptySquares = ~pos.occupied_squares();
+ if (Type == CAPTURES)
+ emptySquares = ~pos.pieces();
- if (Type == MV_EVASION)
+ if (Type == EVASIONS)
emptySquares &= target;
mlist = generate_promotions<Type, RIGHT>(mlist, pawnsOn7, enemies, ksq);
}
// Standard and en-passant captures
- if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
+ if (Type == CAPTURES || Type == EVASIONS || Type == NON_EVASIONS)
{
b1 = move_pawns<RIGHT>(pawnsNotOn7) & enemies;
b2 = move_pawns<LEFT >(pawnsNotOn7) & enemies;
// An en passant capture can be an evasion only if the checking piece
// is the double pushed pawn and so is in the target. Otherwise this
// is a discovery check and we are forced to do otherwise.
- if (Type == MV_EVASION && !(target & (pos.ep_square() - UP)))
+ if (Type == EVASIONS && !(target & (pos.ep_square() - UP)))
return mlist;
b1 = pawnsNotOn7 & pos.attacks_from<PAWN>(pos.ep_square(), Them);
if (*pl != SQ_NONE)
{
- target = ci.checkSq[Pt] & ~pos.occupied_squares(); // Non capture checks only
+ target = ci.checkSq[Pt] & ~pos.pieces(); // Non capture checks only
do {
from = *pl;
} // namespace
-/// generate<MV_CAPTURE> generates all pseudo-legal captures and queen
+/// generate<CAPTURES> generates all pseudo-legal captures and queen
/// promotions. Returns a pointer to the end of the move list.
///
-/// generate<MV_QUIET> generates all pseudo-legal non-captures and
+/// generate<QUIETS> generates all pseudo-legal non-captures and
/// underpromotions. Returns a pointer to the end of the move list.
///
-/// generate<MV_NON_EVASION> generates all pseudo-legal captures and
+/// generate<NON_EVASIONS> generates all pseudo-legal captures and
/// non-captures. Returns a pointer to the end of the move list.
-template<MoveType Type>
+template<GenType Type>
MoveStack* generate(const Position& pos, MoveStack* mlist) {
- assert(Type == MV_CAPTURE || Type == MV_QUIET || Type == MV_NON_EVASION);
+ assert(Type == CAPTURES || Type == QUIETS || Type == NON_EVASIONS);
assert(!pos.in_check());
Color us = pos.side_to_move();
Bitboard target;
- if (Type == MV_CAPTURE)
+ if (Type == CAPTURES)
target = pos.pieces(~us);
- else if (Type == MV_QUIET)
- target = ~pos.occupied_squares();
+ else if (Type == QUIETS)
+ target = ~pos.pieces();
- else if (Type == MV_NON_EVASION)
- target = pos.pieces(~us) | ~pos.occupied_squares();
+ else if (Type == NON_EVASIONS)
+ target = ~pos.pieces(us);
mlist = (us == WHITE ? generate_pawn_moves<WHITE, Type>(pos, mlist, target)
: generate_pawn_moves<BLACK, Type>(pos, mlist, target));
mlist = generate_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_moves<KING>(pos, mlist, us, target);
- if (Type != MV_CAPTURE && pos.can_castle(us))
+ if (Type != CAPTURES && pos.can_castle(us))
{
mlist = generate_castle<KING_SIDE, false>(pos, mlist, us);
mlist = generate_castle<QUEEN_SIDE, false>(pos, mlist, us);
}
// Explicit template instantiations
-template MoveStack* generate<MV_CAPTURE>(const Position& pos, MoveStack* mlist);
-template MoveStack* generate<MV_QUIET>(const Position& pos, MoveStack* mlist);
-template MoveStack* generate<MV_NON_EVASION>(const Position& pos, MoveStack* mlist);
+template MoveStack* generate<CAPTURES>(const Position& pos, MoveStack* mlist);
+template MoveStack* generate<QUIETS>(const Position& pos, MoveStack* mlist);
+template MoveStack* generate<NON_EVASIONS>(const Position& pos, MoveStack* mlist);
-/// generate<MV_QUIET_CHECK> generates all pseudo-legal non-captures and knight
+/// generate<QUIET_CHECKS> generates all pseudo-legal non-captures and knight
/// underpromotions that give check. Returns a pointer to the end of the move list.
template<>
-MoveStack* generate<MV_QUIET_CHECK>(const Position& pos, MoveStack* mlist) {
+MoveStack* generate<QUIET_CHECKS>(const Position& pos, MoveStack* mlist) {
assert(!pos.in_check());
if (pt == PAWN)
continue; // Will be generated togheter with direct checks
- Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.occupied_squares();
+ Bitboard b = pos.attacks_from(Piece(pt), from) & ~pos.pieces();
if (pt == KING)
b &= ~PseudoAttacks[QUEEN][ci.ksq];
SERIALIZE(b);
}
- mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_QUIET_CHECK>(pos, mlist, ci.dcCandidates, ci.ksq)
- : generate_pawn_moves<BLACK, MV_QUIET_CHECK>(pos, mlist, ci.dcCandidates, ci.ksq));
+ mlist = (us == WHITE ? generate_pawn_moves<WHITE, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq)
+ : generate_pawn_moves<BLACK, QUIET_CHECKS>(pos, mlist, ci.dcCandidates, ci.ksq));
mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, ci);
mlist = generate_direct_checks<BISHOP>(pos, mlist, us, ci);
}
-/// generate<MV_EVASION> generates all pseudo-legal check evasions when the side
+/// generate<EVASIONS> generates all pseudo-legal check evasions when the side
/// to move is in check. Returns a pointer to the end of the move list.
template<>
-MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
+MoveStack* generate<EVASIONS>(const Position& pos, MoveStack* mlist) {
assert(pos.in_check());
// If queen and king are far or not on a diagonal line we can safely
// remove all the squares attacked in the other direction becuase are
// not reachable by the king anyway.
- if (squares_between(ksq, checksq) || !(PseudoAttacks[BISHOP][checksq] & ksq))
+ if (between_bb(ksq, checksq) || !(PseudoAttacks[BISHOP][checksq] & ksq))
sliderAttacks |= PseudoAttacks[QUEEN][checksq];
// Otherwise we need to use real rook attacks to check if king is safe
return mlist;
// Blocking evasions or captures of the checking piece
- target = squares_between(checksq, ksq) | checkers;
+ target = between_bb(checksq, ksq) | checkers;
- mlist = (us == WHITE ? generate_pawn_moves<WHITE, MV_EVASION>(pos, mlist, target)
- : generate_pawn_moves<BLACK, MV_EVASION>(pos, mlist, target));
+ mlist = (us == WHITE ? generate_pawn_moves<WHITE, EVASIONS>(pos, mlist, target)
+ : generate_pawn_moves<BLACK, EVASIONS>(pos, mlist, target));
mlist = generate_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_moves<BISHOP>(pos, mlist, us, target);
}
-/// generate<MV_LEGAL> generates all the legal moves in the given position
+/// generate<LEGAL> generates all the legal moves in the given position
template<>
-MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
+MoveStack* generate<LEGAL>(const Position& pos, MoveStack* mlist) {
MoveStack *last, *cur = mlist;
Bitboard pinned = pos.pinned_pieces();
- last = pos.in_check() ? generate<MV_EVASION>(pos, mlist)
- : generate<MV_NON_EVASION>(pos, mlist);
+ last = pos.in_check() ? generate<EVASIONS>(pos, mlist)
+ : generate<NON_EVASIONS>(pos, mlist);
while (cur != last)
if (!pos.pl_move_is_legal(cur->move, pinned))
cur->move = (--last)->move;