along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#include <cassert>
#include <algorithm>
+#include <cassert>
-#include "bitcount.h"
#include "movegen.h"
#include "position.h"
-#include "misc.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))
-// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
-#define SERIALIZE_MOVES_D(b, d) while (b) { to = pop_1st_bit(&b); (*mlist++).move = make_move(to + (d), to); }
+/// Simple macro to wrap a very common while loop, no facny, no flexibility,
+/// hardcoded names 'mlist' and 'from'.
+#define SERIALIZE(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
+/// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
+#define SERIALIZE_PAWNS(b, d) while (b) { Square to = pop_1st_bit(&b); \
+ (*mlist++).move = make_move(to + (d), to); }
namespace {
enum CastlingSide { KING_SIDE, QUEEN_SIDE };
- template<CastlingSide Side>
+ template<CastlingSide Side, bool OnlyChecks>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
(*mlist++).move = make_castle(kfrom, rfrom);
+ if (OnlyChecks && !pos.move_gives_check((mlist - 1)->move, CheckInfo(pos)))
+ mlist--;
+
return mlist;
}
const Bitboard TFileABB = ( Delta == DELTA_NE
|| Delta == DELTA_SE ? FileABB : FileHBB);
- Bitboard b;
- Square to;
- b = move_pawns<Delta>(pawns) & target & ~TFileABB;
- SERIALIZE_MOVES_D(b, -Delta);
+ Bitboard b = move_pawns<Delta>(pawns) & target & ~TFileABB;
+ SERIALIZE_PAWNS(b, -Delta);
return mlist;
}
const Bitboard TFileABB = ( Delta == DELTA_NE
|| Delta == DELTA_SE ? FileABB : FileHBB);
- Bitboard b;
- Square to;
- b = move_pawns<Delta>(pawnsOn7) & target;
+ Bitboard b = move_pawns<Delta>(pawnsOn7) & target;
if (Delta != DELTA_N && Delta != DELTA_S)
b &= ~TFileABB;
while (b)
{
- to = pop_1st_bit(&b);
+ Square to = pop_1st_bit(&b);
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
(*mlist++).move = make_promotion(to - Delta, to, QUEEN);
// Knight-promotion is the only one that can give a check (direct or
// discovered) not already included in the queen-promotion.
- if ( Type == MV_CHECK
- && bit_is_set(StepAttacksBB[W_KNIGHT][to], ksq))
- (*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
+ if (Type == MV_NON_CAPTURE_CHECK && bit_is_set(StepAttacksBB[W_KNIGHT][to], ksq))
+ (*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
else
(void)ksq; // Silence a warning under MSVC
}
const Square RIGHT = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square LEFT = (Us == WHITE ? DELTA_NW : DELTA_SE);
- Square to;
Bitboard b1, b2, dc1, dc2, emptySquares;
- Bitboard pawns = pos.pieces(PAWN, Us);
- Bitboard pawnsOn7 = pawns & TRank7BB;
- Bitboard pawnsNotOn7 = pawns & ~TRank7BB;
+ Bitboard pawnsOn7 = pos.pieces(PAWN, Us) & TRank7BB;
+ Bitboard pawnsNotOn7 = pos.pieces(PAWN, Us) & ~TRank7BB;
Bitboard enemies = (Type == MV_EVASION ? pos.pieces(Them) & target:
Type == MV_CAPTURE ? target : pos.pieces(Them));
b1 = move_pawns<UP>(pawnsNotOn7) & emptySquares;
b2 = move_pawns<UP>(b1 & TRank3BB) & emptySquares;
- if (Type == MV_EVASION)
+ if (Type == MV_EVASION) // Consider only blocking squares
{
- b1 &= target; // Consider only blocking squares
+ b1 &= target;
b2 &= target;
}
- if (Type == MV_CHECK)
+ if (Type == MV_NON_CAPTURE_CHECK)
{
// Consider only direct checks
b1 &= pos.attacks_from<PAWN>(ksq, Them);
// if the pawn is not on the same file as the enemy king, because we
// don't generate captures. Note that a possible discovery check
// promotion has been already generated among captures.
- if (pawnsNotOn7 & target) // For CHECK type target is dc bitboard
+ if (pawnsNotOn7 & target) // Target is dc bitboard
{
dc1 = move_pawns<UP>(pawnsNotOn7 & target) & emptySquares & ~file_bb(ksq);
dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
}
}
- SERIALIZE_MOVES_D(b1, -UP);
- SERIALIZE_MOVES_D(b2, -UP -UP);
+ SERIALIZE_PAWNS(b1, -UP);
+ SERIALIZE_PAWNS(b2, -UP -UP);
}
// Promotions and underpromotions
template<PieceType Pt>
- inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
- Bitboard dc, Square ksq) {
+ inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist,
+ Color us, const CheckInfo& ci) {
assert(Pt != KING && Pt != PAWN);
Bitboard checkSqs, b;
if ((from = *pl++) == SQ_NONE)
return mlist;
- checkSqs = pos.attacks_from<Pt>(ksq) & pos.empty_squares();
+ checkSqs = ci.checkSq[Pt] & pos.empty_squares();
do
{
|| (Pt == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
continue;
- if (dc && bit_is_set(dc, from))
+ if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
continue;
b = pos.attacks_from<Pt>(from) & checkSqs;
- SERIALIZE_MOVES(b);
+ SERIALIZE(b);
} while ((from = *pl++) != SQ_NONE);
template<>
- FORCE_INLINE MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ FORCE_INLINE MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m,
+ Color us, const CheckInfo& ci) {
- return (us == WHITE ? generate_pawn_moves<WHITE, MV_CHECK>(p, m, dc, ksq)
- : generate_pawn_moves<BLACK, MV_CHECK>(p, m, dc, ksq));
+ return us == WHITE ? generate_pawn_moves<WHITE, MV_NON_CAPTURE_CHECK>(p, m, ci.dcCandidates, ci.ksq)
+ : generate_pawn_moves<BLACK, MV_NON_CAPTURE_CHECK>(p, m, ci.dcCandidates, ci.ksq);
}
FORCE_INLINE MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
assert(Pt == PAWN);
- return (us == WHITE ? generate_pawn_moves<WHITE, Type>(p, m, t, SQ_NONE)
- : generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE));
+ return us == WHITE ? generate_pawn_moves<WHITE, Type>(p, m, t, SQ_NONE)
+ : generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE);
}
do {
from = *pl;
b = pos.attacks_from<Pt>(from) & target;
- SERIALIZE_MOVES(b);
+ SERIALIZE(b);
} while (*++pl != SQ_NONE);
}
return mlist;
template<>
FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- Bitboard b;
Square from = pos.king_square(us);
-
- b = pos.attacks_from<KING>(from) & target;
- SERIALIZE_MOVES(b);
+ Bitboard b = pos.attacks_from<KING>(from) & target;
+ SERIALIZE(b);
return mlist;
}
if (Type != MV_CAPTURE && pos.can_castle(us))
{
- mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
- mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist, us);
+ mlist = generate_castle_moves<KING_SIDE, false>(pos, mlist, us);
+ mlist = generate_castle_moves<QUEEN_SIDE, false>(pos, mlist, us);
}
return mlist;
assert(!pos.in_check());
- Bitboard b, dc;
- Square from;
- PieceType pt;
Color us = pos.side_to_move();
- Square ksq = pos.king_square(flip(us));
-
- assert(pos.piece_on(ksq) == make_piece(flip(us), KING));
-
- // Discovered non-capture checks
- b = dc = pos.discovered_check_candidates();
+ CheckInfo ci(pos);
+ Bitboard dc = ci.dcCandidates;
- while (b)
+ while (dc)
{
- from = pop_1st_bit(&b);
- pt = type_of(pos.piece_on(from));
+ Square from = pop_1st_bit(&dc);
+ PieceType pt = type_of(pos.piece_on(from));
if (pt == PAWN)
continue; // Will be generated togheter with direct checks
- b = pos.attacks_from(Piece(pt), from) & pos.empty_squares();
+ Bitboard b = pos.attacks_from(Piece(pt), from) & pos.empty_squares();
if (pt == KING)
- b &= ~QueenPseudoAttacks[ksq];
+ b &= ~QueenPseudoAttacks[ci.ksq];
- SERIALIZE_MOVES(b);
+ SERIALIZE(b);
}
- // Direct non-capture checks
- mlist = generate_direct_checks<PAWN>(pos, mlist, us, dc, ksq);
- mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, dc, ksq);
- mlist = generate_direct_checks<BISHOP>(pos, mlist, us, dc, ksq);
- mlist = generate_direct_checks<ROOK>(pos, mlist, us, dc, ksq);
- return generate_direct_checks<QUEEN>(pos, mlist, us, dc, ksq);
+ mlist = generate_direct_checks<PAWN>(pos, mlist, us, ci);
+ mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, ci);
+ mlist = generate_direct_checks<BISHOP>(pos, mlist, us, ci);
+ mlist = generate_direct_checks<ROOK>(pos, mlist, us, ci);
+ mlist = generate_direct_checks<QUEEN>(pos, mlist, us, ci);
+
+ if (pos.can_castle(us))
+ {
+ mlist = generate_castle_moves<KING_SIDE, true>(pos, mlist, us);
+ mlist = generate_castle_moves<QUEEN_SIDE, true>(pos, mlist, us);
+ }
+
+ return mlist;
}
assert(pos.piece_on(ksq) == make_piece(us, KING));
assert(checkers);
- // Find squares attacked by slider checkers, we will remove
- // them from the king evasions set so to early skip known
- // illegal moves and avoid an useless legality check later.
+ // Find squares attacked by slider checkers, we will remove them from the king
+ // evasions set so to skip known illegal moves and avoid to do legality check later.
b = checkers;
do
{
// Generate evasions for king, capture and non capture moves
b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
from = ksq;
- SERIALIZE_MOVES(b);
+ SERIALIZE(b);
- // Generate evasions for other pieces only if not double check
+ // Generate evasions for other pieces only if not under a double check
if (checkersCnt > 1)
return mlist;
- // Find squares where a blocking evasion or a capture of the
- // checker piece is possible.
+ // Target for blocking evasions or captures of the checking piece
target = squares_between(checksq, ksq) | checkers;
mlist = generate_piece_moves<PAWN, MV_EVASION>(pos, mlist, us, target);
}
-/// generate<MV_LEGAL> computes a complete list of legal moves in the current position
+/// generate<MV_LEGAL> generates all the legal moves in the given position
template<>
MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
last = pos.in_check() ? generate<MV_EVASION>(pos, mlist)
: generate<MV_NON_EVASION>(pos, mlist);
-
- // Remove illegal moves from the list
while (cur != last)
if (!pos.pl_move_is_legal(cur->move, pinned))
cur->move = (--last)->move;