// 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, bsf) while (b) (*mlist++).move = make_move(from, pop_1st_bit<bsf>(&b))
+#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); }
////
//// Local definitions
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);
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion);
- template<Color Us>
- MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
+ template<Color Us, bool Checks>
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist, Bitboard dc = EmptyBoardBB, Square ksq = SQ_NONE);
template<Color Us, SquareDelta Direction>
inline Bitboard move_pawns(Bitboard p) {
}
// Template generate_piece_checks() with specializations
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
template<>
- inline MoveStack* generate_piece_checks<PAWN, false>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ 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));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, true>(p, m, dc, ksq)
+ : generate_pawn_noncaptures<BLACK, true>(p, m, dc, ksq));
}
// Template generate_piece_moves() with specializations and overloads
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
template<>
- MoveStack* generate_piece_moves<KING, false>(const Position&, MoveStack*, Color, Bitboard);
+ MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
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));
+ return (us == WHITE ? generate_pawn_noncaptures<WHITE, false>(p, m)
+ : generate_pawn_noncaptures<BLACK, false>(p, m));
}
- template<PieceType, bool HasBSF>
+ template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
template<>
- inline MoveStack* generate_piece_moves<PAWN, false>(const Position& p, MoveStack* m,
- Color us, Bitboard t, Bitboard pnd) {
+ 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));
/// generate_captures generates() all pseudo-legal captures and queen
-/// promotions. The return value is the number of moves generated.
-template<bool HasBSF>
-int generate_captures(const Position& pos, MoveStack* mlist) {
+/// promotions. Returns a pointer to the end of the move list.
+
+MoveStack* generate_captures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
- MoveStack* mlist_start = mlist;
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(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, false>(pos, mlist, us, target);
- return int(mlist - mlist_start);
-}
-
-int generate_captures(const Position& pos, MoveStack* mlist) {
-
- return CpuHasPOPCNT ? generate_captures<true>(pos, mlist)
- : generate_captures<false>(pos, mlist);
+ return generate_piece_moves<KING>(pos, mlist, us, target);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. The return value is the number of moves generated.
-template<bool HasBSF>
-int generate_noncaptures(const Position& pos, MoveStack* mlist) {
+/// underpromotions. Returns a pointer to the end of the move list.
+
+MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.empty_squares();
- MoveStack* mlist_start = mlist;
mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, target);
- mlist = generate_piece_moves<KING, false>(pos, mlist, us, target);
+ 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<KING_SIDE>(pos, mlist);
- mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
- return int(mlist - mlist_start);
-}
-
-int generate_noncaptures(const Position& pos, MoveStack* mlist) {
-
- return CpuHasPOPCNT ? generate_noncaptures<true>(pos, mlist)
- : generate_noncaptures<false>(pos, mlist);
+ return generate_castle_moves<QUEEN_SIDE>(pos, mlist);
}
/// generate_non_capture_checks() generates all pseudo-legal non-capturing,
-/// non-promoting checks. It returns the number of generated moves.
-template<bool HasBSF>
-int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
+/// non-promoting checks. Returns a pointer to the end of the move list.
+
+MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Square ksq = pos.king_square(opposite_color(us));
- MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
// Pieces moves
- mlist = generate_piece_checks<PAWN, false>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<KNIGHT, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<BISHOP, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<ROOK, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<QUEEN, HasBSF>(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks<KING, false>(pos, mlist, us, dc, ksq);
+ 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)
&& castling_is_check(pos, KING_SIDE))
mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
- return int(mlist - mlist_start);
-}
-
-int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
-
- return CpuHasPOPCNT ? generate_non_capture_checks<true>(pos, mlist, dc)
- : generate_non_capture_checks<false>(pos, mlist, dc);
+ return mlist;
}
/// 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.
-template<bool HasBSF>
-int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
+/// only legal moves. Returns a pointer to the end of the move list.
+
+MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
assert(pos.is_ok());
assert(pos.is_check());
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- MoveStack* mlist_start = mlist;
+ Bitboard sliderAttacks = EmptyBoardBB;
+ Bitboard checkers = pos.checkers();
assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
// 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());
+ // and to be able to use attackers_to().
+ Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
- checkersAttacks |= bishop_attacks_bb(from, b_noKing);
+ sliderAttacks |= bishop_attacks_bb(from, b_noKing);
}
- b = checkers & (pos.queens() | pos.rooks());
+ b = checkers & pos.pieces(ROOK, QUEEN);
while (b)
{
from = pop_1st_bit(&b);
- checkersAttacks |= rook_attacks_bb(from, b_noKing);
+ sliderAttacks |= rook_attacks_bb(from, b_noKing);
}
- // Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
+ // Generate evasions for king, both captures and non captures
+ Bitboard b1 = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
+ Bitboard enemy = pos.pieces_of_color(them);
while (b1)
{
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))
+ // Note that we can use attackers_to() only because we
+ // have already removed slider checkers attacked squares.
+ if (!(pos.attackers_to(to) & enemy))
(*mlist++).move = make_move(ksq, to);
}
// Generate captures of the checking piece
// Pawn captures
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
+ b1 = pos.attacks_from<PAWN>(checksq, them) & pos.pieces(PAWN, 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)) ) & ~pinned;
+ b1 = ( (pos.attacks_from<KNIGHT>(checksq) & pos.pieces(KNIGHT, us))
+ | (pos.attacks_from<BISHOP>(checksq) & pos.pieces(BISHOP, QUEEN, us))
+ | (pos.attacks_from<ROOK>(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
while (b1)
{
(*mlist++).move = make_move(from, checksq);
}
- // Blocking check evasions are possible only if the checking piece is
- // a slider.
- if (checkers & pos.sliders())
+ // Blocking check evasions are possible only if the checking piece is a slider
+ if (sliderAttacks)
{
Bitboard blockSquares = squares_between(checksq, ksq);
assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
- if (blockSquares != EmptyBoardBB)
+ if (blockSquares)
{
- mlist = generate_piece_moves<PAWN, false>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<KNIGHT, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<BISHOP, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<ROOK, HasBSF>(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_moves<QUEEN, HasBSF>(pos, mlist, us, blockSquares, pinned);
+ 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);
}
}
// 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)))
+ if (pos.ep_square() != SQ_NONE && (checkers & pos.pieces(PAWN, them)))
{
to = pos.ep_square();
- b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
+ b1 = pos.attacks_from<PAWN>(to, them) & pos.pieces(PAWN, us);
// The checking pawn cannot be a discovered (bishop) check candidate
// otherwise we were in check also before last double push move.
}
}
}
- return int(mlist - mlist_start);
-}
-
-int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
-
- return CpuHasPOPCNT ? generate_evasions<true>(pos, mlist, pinned)
- : generate_evasions<false>(pos, mlist, pinned);
+ return mlist;
}
/// very hard to write an efficient legal move generator, but for the moment
/// we don't need it.
-int generate_legal_moves(const Position& pos, MoveStack* mlist) {
+MoveStack* generate_legal_moves(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
return generate_evasions(pos, mlist, pinned);
// Generate pseudo-legal moves
- int n = generate_captures(pos, mlist);
- n += generate_noncaptures(pos, mlist + n);
+ MoveStack* last = generate_captures(pos, mlist);
+ last = generate_noncaptures(pos, last);
// Remove illegal moves from the list
- for (int i = 0; i < n; i++)
- if (!pos.pl_move_is_legal(mlist[i].move, pinned))
- mlist[i--].move = mlist[--n].move;
-
- return n;
+ for (MoveStack* cur = mlist; cur != last; cur++)
+ if (!pos.pl_move_is_legal(cur->move, pinned))
+ {
+ cur->move = (--last)->move;
+ cur--;
+ }
+ return last;
}
assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
- Color them = opposite_color(us);
Square from = move_from(m);
Piece pc = pos.piece_on(from);
if (color_of_piece(pc) != us)
return false;
+ Color them = opposite_color(us);
Square to = move_to(m);
// En passant moves
// is occupied or under attack.
for (s = Min(from, g1); s <= Max(from, g1); s++)
if ( (s != from && s != to && !pos.square_is_empty(s))
- || pos.square_is_attacked(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
// Check if any of the squares between king and rook
for (s = Min(from, c1); s <= Max(from, c1); s++)
if( (s != from && s != to && !pos.square_is_empty(s))
- || pos.square_is_attacked(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(to, d1); s <= Max(to, d1); s++)
// be a promotion.
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE))
- && !move_promotion(m))
+ && !move_is_promotion(m))
return false;
// Proceed according to the square delta between the source and
}
// Luckly we can handle all the other pieces in one go
- return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
+ return ( bit_is_set(pos.attacks_from(pc, from), to)
&& pos.pl_move_is_legal(m, pinned)
- && !move_promotion(m));
+ && !move_is_promotion(m));
+}
+
+
+/// Another version of move_is_legal(), which takes only a position and a move
+/// as input. This function does not require that the side to move is not in
+/// check. It is not optimized for speed, and is only used for verifying move
+/// legality when building a PV from the transposition table.
+
+bool move_is_legal(const Position& pos, const Move m) {
+
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+ if (!pos.is_check())
+ return move_is_legal(pos, m, pinned);
+ else
+ {
+ Position p(pos);
+ MoveStack mlist[64];
+ MoveStack* last = generate_evasions(p, mlist, pinned);
+ for (MoveStack* cur = mlist; cur != last; cur++)
+ if (cur->move == m)
+ return true;
+
+ return false;
+ }
}
namespace {
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Square from;
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;
- SERIALIZE_MOVES(b, HasBSF);
+ b = pos.attacks_from<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
}
return mlist;
}
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
Color us, Bitboard target, Bitboard pinned) {
Square from;
if (pinned && bit_is_set(pinned, from))
continue;
- b = pos.piece_attacks<Piece>(from) & target;
- SERIALIZE_MOVES(b, HasBSF);
+ b = pos.attacks_from<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
}
return mlist;
}
template<>
- MoveStack* generate_piece_moves<KING, false>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+ 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, false);
+ b = pos.attacks_from<KING>(from) & target;
+ SERIALIZE_MOVES(b);
return mlist;
}
template<Color Us, SquareDelta Diagonal>
- MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
+ MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
Bitboard b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & TRank8BB;
- while (b2)
+ if (promotion)
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
+ Bitboard b2 = b1 & TRank8BB;
+ b1 &= ~TRank8BB;
+ while (b2)
+ {
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
+ }
}
// Capturing non-promotions
- b2 = b1 & ~TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TTDELTA_NE, to);
- }
+ SERIALIZE_MOVES_D(b1, -TTDELTA_NE);
return mlist;
}
// Calculate our parametrized parameters at compile time
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
- Bitboard pawns = pos.pawns(Us);
+ Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+ bool possiblePromotion = (pawns & TRank7BB);
// 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);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NE>(mlist, pawns, enemyPieces, possiblePromotion);
+ mlist = generate_pawn_captures_diagonal<Us, DELTA_NW>(mlist, pawns, enemyPieces, possiblePromotion);
// Non-capturing promotions
- Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
- while (b1)
+ if (possiblePromotion)
{
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ }
}
// En passant captures
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
+ Bitboard b1 = pawns & pos.attacks_from<PAWN>(pos.ep_square(), Them);
assert(b1 != EmptyBoardBB);
while (b1)
return mlist;
}
- template<Color Us>
- MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
+ template<Color Us, bool GenerateChecks>
+ MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist, Bitboard dc, Square ksq) {
// Calculate our parametrized parameters at compile time
+ const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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;
+ Bitboard b1, b2, dcPawns1, dcPawns2;
Square to;
- Bitboard pawns = pos.pawns(Us);
- Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
+ Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard emptySquares = pos.empty_squares();
- // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
- while (b1)
- {
- 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 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
- while (b1)
- {
- 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 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
- b2 = b1 & TRank8BB;
- while (b2)
- {
- 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)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N, to);
- }
-
- // Double pawn pushes
- b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
- while (b2)
+ if (pawns & TRank7BB) // There is some promotion candidate ?
{
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
- }
- return mlist;
- }
-
+ // When generating checks consider under-promotion moves (both captures
+ // and non captures) only if can give a discovery check.
+ Bitboard pp = GenerateChecks ? pawns & dc : pawns;
+ Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
- template<Color Us>
- MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
- {
- // 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);
-
- if (dc & pawns)
- {
- Bitboard empty = pos.empty_squares();
-
- // 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);
+ // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
+ b1 = move_pawns<Us, DELTA_NE>(pp) & ~FileABB & enemyPieces & TRank8BB;
+ while (b1)
+ {
+ 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);
+ }
- // Discovered checks, single pawn pushes, no promotions
- b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
- while (b3)
+ // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
+ b1 = move_pawns<Us, DELTA_NW>(pp) & ~FileHBB & enemyPieces & TRank8BB;
+ while (b1)
{
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N, to);
+ 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);
}
- // Discovered checks, double pawn pushes
- b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
- while (b3)
+ // Underpromotion pawn pushes
+ b1 = move_pawns<Us, DELTA_N>(pp) & emptySquares & TRank8BB;
+ while (b1)
{
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
+ to = pop_1st_bit(&b1);
+ (*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);
}
}
- // Direct checks. These are possible only for pawns on neighboring files
- // 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
- Bitboard empty = pos.empty_squares();
- b2 = move_pawns<Us, DELTA_N>(b1) & empty;
- b3 = b2 & pos.pawn_attacks(Them, ksq);
- while (b3)
+ dcPawns1 = dcPawns2 = EmptyBoardBB;
+ if (GenerateChecks && (dc & pawns))
{
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - 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.
+ dcPawns1 = move_pawns<Us, DELTA_N>(pawns & dc & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
+ dcPawns2 = move_pawns<Us, DELTA_N>(dcPawns1 & TRank3BB) & emptySquares;
}
- // Direct checks, double pawn pushes
- b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
- while (b3)
- {
- Square to = pop_1st_bit(&b3);
- (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
- }
+ // Single pawn pushes
+ b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
+ b2 = GenerateChecks ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns1 : b1;
+ SERIALIZE_MOVES_D(b2, -TDELTA_N);
+
+ // Double pawn pushes
+ b1 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
+ b2 = GenerateChecks ? (b1 & pos.attacks_from<PAWN>(ksq, Them)) | dcPawns2 : b1;
+ SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
return mlist;
}
- template<PieceType Piece, bool HasBSF>
+ template<PieceType Piece>
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);
+ Bitboard target = pos.pieces(Piece, us);
// Discovered checks
Bitboard b = target & dc;
while (b)
{
Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ Bitboard bb = pos.attacks_from<Piece>(from) & pos.empty_squares();
if (Piece == KING)
bb &= ~QueenPseudoAttacks[ksq];
- SERIALIZE_MOVES(bb, HasBSF);
+ SERIALIZE_MOVES(bb);
}
// Direct checks
b = target & ~dc;
- if (Piece != KING || b)
+ Bitboard checkSqs = pos.attacks_from<Piece>(ksq) & pos.empty_squares();
+ if (Piece == KING || !checkSqs)
+ return mlist;
+
+ while (b)
{
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- if (!checkSqs)
- return mlist;
+ Square from = pop_1st_bit(&b);
+ if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
+ || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
+ || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
+ continue;
- 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, HasBSF);
- }
+ Bitboard bb = pos.attacks_from<Piece>(from) & checkSqs;
+ SERIALIZE_MOVES(bb);
}
return mlist;
}
Bitboard blockSquares, MoveStack* mlist) {
// Calculate our parametrized parameters at compile time
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
+ const Rank TRANK_8 = (Us == WHITE ? RANK_8 : RANK_1);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
// Find non-pinned pawns and push them one square
- Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pawns(Us) & ~pinned);
+ Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pieces(PAWN, Us) & ~pinned);
// We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == TRank8BB)
+ if (square_rank(to) == TRANK_8)
{
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
// 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))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)