int generate_black_pawn_captures(const Position&, MoveStack*);
int generate_white_pawn_noncaptures(const Position&, MoveStack*);
int generate_black_pawn_noncaptures(const Position&, MoveStack*);
- int generate_knight_moves(const Position&, MoveStack*, Color side, Bitboard t);
- int generate_bishop_moves(const Position&, MoveStack*, Color side, Bitboard t);
- int generate_rook_moves(const Position&, MoveStack*, Color side, Bitboard t);
- int generate_queen_moves(const Position&, MoveStack*, Color side, Bitboard t);
- int generate_king_moves(const Position&, MoveStack*, Square from, Bitboard t);
+ int generate_piece_moves(PieceType, const Position&, MoveStack*, Color side, Bitboard t);
int generate_castle_moves(const Position&, MoveStack*, Color us);
+ int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
+ Bitboard dc, Square ksq, MoveStack* mlist);
}
else
n = generate_black_pawn_captures(pos, mlist);
- n += generate_knight_moves(pos, mlist+n, us, target);
- n += generate_bishop_moves(pos, mlist+n, us, target);
- n += generate_rook_moves(pos, mlist+n, us, target);
- n += generate_queen_moves(pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
+ n += generate_piece_moves(pce, pos, mlist+n, us, target);
+
return n;
}
else
n = generate_black_pawn_noncaptures(pos, mlist);
- n += generate_knight_moves(pos, mlist+n, us, target);
- n += generate_bishop_moves(pos, mlist+n, us, target);
- n += generate_rook_moves(pos, mlist+n, us, target);
- n += generate_queen_moves(pos, mlist+n, us, target);
- n += generate_king_moves(pos, mlist+n, pos.king_square(us), target);
+ for (PieceType pce = KNIGHT; pce <= KING; pce++)
+ n += generate_piece_moves(pce, pos, mlist+n, us, target);
+
n += generate_castle_moves(pos, mlist+n, us);
return n;
}
Color us, them;
Square ksq, from, to;
- Bitboard empty, checkSqs, b1, b2, b3;
+ Bitboard empty, b1, b2, b3;
int n = 0;
us = pos.side_to_move();
if (us == WHITE)
{
- // Pawn moves which give discovered check. This is possible only if the
+ // Pawn moves which give 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.
- // Find all friendly pawns not on the enemy king's file:
+ // Find all friendly pawns not on the enemy king's file
b1 = pos.pawns(us) & ~file_bb(ksq);
- // Discovered checks, single pawn pushes:
+ // Discovered checks, single pawn pushes
b2 = b3 = ((b1 & dc) << 8) & ~Rank8BB & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_N, to);
}
- // Discovered checks, double pawn pushes:
+ // Discovered checks, double pawn pushes
b3 = ((b2 & Rank3BB) << 8) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
}
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
+ // Direct checks. These are possible only for pawns on neighboring files
+ // of the enemy king
b1 &= (~dc & neighboring_files_bb(ksq));
- // Direct checks, single pawn pushes:
+ // Direct checks, single pawn pushes
b2 = (b1 << 8) & empty;
b3 = b2 & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N, to);
+ while(b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_N, to);
}
- // Direct checks, double pawn pushes:
+ // Direct checks, double pawn pushes
b3 = ((b2 & Rank3BB) << 8) & empty & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
}
}
else { // (us == BLACK)
// Find all friendly pawns not on the enemy king's file:
b1 = pos.pawns(us) & ~file_bb(ksq);
- // Discovered checks, single pawn pushes:
+ // Discovered checks, single pawn pushes
b2 = b3 = ((b1 & dc) >> 8) & ~Rank1BB & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_S, to);
}
- // Discovered checks, double pawn pushes:
+ // Discovered checks, double pawn pushes
b3 = ((b2 & Rank6BB) >> 8) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
}
// Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
+ // of the enemy king
b1 &= (~dc & neighboring_files_bb(ksq));
// Direct checks, single pawn pushes:
b2 = (b1 >> 8) & empty;
b3 = b2 & pos.white_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_S, to);
}
- // Direct checks, double pawn pushes:
+ // Direct checks, double pawn pushes
b3 = ((b2 & Rank6BB) >> 8) & empty & pos.black_pawn_attacks(ksq);
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
+ while (b3)
+ {
+ to = pop_1st_bit(&b3);
+ mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
}
}
// Knight moves
b1 = pos.knights(us);
- if(b1) {
- // Discovered knight checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.knight_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct knight checks:
- b2 = b1 & ~dc;
- checkSqs = pos.knight_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.knight_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ if (b1)
+ n += generate_piece_checks(KNIGHT, pos, b1, dc, ksq, mlist);
// Bishop moves
b1 = pos.bishops(us);
- if(b1) {
- // Discovered bishop checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.bishop_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct bishop checks:
- b2 = b1 & ~dc;
- checkSqs = pos.bishop_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.bishop_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ if (b1)
+ n += generate_piece_checks(BISHOP, pos, b1, dc, ksq, mlist);
// Rook moves
b1 = pos.rooks(us);
- if(b1) {
- // Discovered rook checks:
- b2 = b1 & dc;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.rook_attacks(from) & empty;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Direct rook checks:
- b2 = b1 & ~dc;
- checkSqs = pos.rook_attacks(ksq) & empty;
- while(b2) {
- from = pop_1st_bit(&b2);
- b3 = pos.rook_attacks(from) & checkSqs;
- while(b3) {
- to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ if (b1)
+ n += generate_piece_checks(ROOK, pos, b1, dc, ksq, mlist);
// Queen moves
b1 = pos.queens(us);
- if(b1) {
- // Discovered queen checks are impossible!
-
- // Direct queen checks:
- checkSqs = pos.queen_attacks(ksq) & empty;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.queen_attacks(from) & checkSqs;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ if (b1)
+ n += generate_piece_checks(QUEEN, pos, b1, dc, ksq, mlist);
// King moves
from = pos.king_square(us);
- if(bit_is_set(dc, from)) {
- b1 = pos.king_attacks(from) & empty & ~QueenPseudoAttacks[ksq];
- while(b1) {
- to = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, to);
- }
+ if (bit_is_set(dc, from))
+ {
+ b1 = pos.king_attacks(from) & empty & ~QueenPseudoAttacks[ksq];
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ mlist[n++].move = make_move(from, to);
+ }
}
// TODO: Castling moves!
return MOVE_NONE;
// Proceed according to the type of the moving piece.
- switch (type_of_piece(pc))
- {
- case PAWN:
+ if (type_of_piece(pc) == PAWN)
+ {
// If the destination square is on the 8/1th rank, the move must
// be a promotion.
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
}
// The move is pseudo-legal. Return it if it is legal.
return (pos.move_is_legal(m) ? m : MOVE_NONE);
- break;
+ }
- case KNIGHT:
- return ( pos.knight_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
- break;
-
- case BISHOP:
- return ( pos.bishop_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
- break;
-
- case ROOK:
- return ( pos.rook_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
- break;
-
- case QUEEN:
- return ( pos.queen_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
- break;
-
- case KING:
- return ( pos.king_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
- break;
-
- default:
- assert(false);
- }
- assert(false);
- return MOVE_NONE;
+ // Luckly we can handle all the other pieces in one go
+ return ( pos.piece_attacks_square(from, to)
+ && pos.move_is_legal(m)
+ && !move_promotion(m) ? m : MOVE_NONE);
}
namespace {
int generate_white_pawn_captures(const Position &pos, MoveStack *mlist) {
+
Bitboard pawns = pos.pawns(WHITE);
Bitboard enemyPieces = pos.pieces_of_color(BLACK);
- Bitboard b1, b2;
Square sq;
int n = 0;
- // Captures in the a1-h8 direction:
- b1 = (pawns << 9) & ~FileABB & enemyPieces;
+ // Captures in the a1-h8 direction
+ Bitboard b1 = (pawns << 9) & ~FileABB & enemyPieces;
- // Promotions:
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
+ // Capturing promotions
+ Bitboard b2 = b1 & Rank8BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
}
- // Non-promotions:
+ // Capturing non-promotions
b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NE, sq);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - DELTA_NE, sq);
}
- // Captures in the h1-a8 direction:
+ // Captures in the h1-a8 direction
b1 = (pawns << 7) & ~FileHBB & enemyPieces;
- // Promotions:
+ // Capturing promotions
b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
}
- // Non-promotions:
+ // Capturing non-promotions
b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NW, sq);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - DELTA_NW, sq);
}
- // Non-capturing promotions:
+ // Non-capturing promotions
b1 = (pawns << 8) & pos.empty_squares() & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, QUEEN);
- }
-
- // En passant captures:
- if(pos.ep_square() != SQ_NONE) {
- assert(square_rank(pos.ep_square()) == RANK_6);
- b1 = pawns & pos.black_pawn_attacks(pos.ep_square());
- assert(b1 != EmptyBoardBB);
- while(b1) {
+ while (b1)
+ {
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
- }
+ mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, QUEEN);
}
+ // En passant captures
+ if (pos.ep_square() != SQ_NONE)
+ {
+ assert(square_rank(pos.ep_square()) == RANK_6);
+ b1 = pawns & pos.black_pawn_attacks(pos.ep_square());
+ assert(b1 != EmptyBoardBB);
+ while (b1)
+ {
+ sq = pop_1st_bit(&b1);
+ mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ }
+ }
return n;
}
int generate_black_pawn_captures(const Position &pos, MoveStack *mlist) {
+
Bitboard pawns = pos.pawns(BLACK);
Bitboard enemyPieces = pos.pieces_of_color(WHITE);
- Bitboard b1, b2;
Square sq;
int n = 0;
- // Captures in the a8-h1 direction:
- b1 = (pawns >> 7) & ~FileABB & enemyPieces;
+ // Captures in the a8-h1 direction
+ Bitboard b1 = (pawns >> 7) & ~FileABB & enemyPieces;
- // Promotions:
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
+ // Capturing promotions
+ Bitboard b2 = b1 & Rank1BB;
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
}
- // Non-promotions:
+ // Capturing non-promotions
b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SE, sq);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - DELTA_SE, sq);
}
- // Captures in the h8-a1 direction:
+ // Captures in the h8-a1 direction
b1 = (pawns >> 9) & ~FileHBB & enemyPieces;
- // Promotions:
+ // Capturing promotions
b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
}
- // Non-promotions:
+ // Capturing Non-promotions
b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SW, sq);
+ while (b2)
+ {
+ sq = pop_1st_bit(&b2);
+ mlist[n++].move = make_move(sq - DELTA_SW, sq);
}
- // Non-capturing promotions:
+ // Non-capturing promotions
b1 = (pawns >> 8) & pos.empty_squares() & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, QUEEN);
- }
-
- // En passant captures:
- if(pos.ep_square() != SQ_NONE) {
- assert(square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.white_pawn_attacks(pos.ep_square());
- assert(b1 != EmptyBoardBB);
- while(b1) {
+ while (b1)
+ {
sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
- }
+ mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, QUEEN);
}
+ // En passant captures
+ if (pos.ep_square() != SQ_NONE)
+ {
+ assert(square_rank(pos.ep_square()) == RANK_3);
+ b1 = pawns & pos.white_pawn_attacks(pos.ep_square());
+ assert(b1 != EmptyBoardBB);
+ while (b1)
+ {
+ sq = pop_1st_bit(&b1);
+ mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ }
+ }
return n;
}
-
+
int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
+
Bitboard pawns = pos.pawns(WHITE);
Bitboard enemyPieces = pos.pieces_of_color(BLACK);
Bitboard emptySquares = pos.empty_squares();
return n;
}
-
- int generate_knight_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
- Square from, to;
- Bitboard b;
- int i, n = 0;
-
- for(i = 0; i < pos.knight_count(side); i++) {
- from = pos.knight_list(side, i);
- b = pos.knight_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
- int generate_bishop_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
- Square from, to;
- Bitboard b;
- int i, n = 0;
-
- for(i = 0; i < pos.bishop_count(side); i++) {
- from = pos.bishop_list(side, i);
- b = pos.bishop_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
- int generate_rook_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
- Square from, to;
- Bitboard b;
- int i, n = 0;
-
- for(i = 0; i < pos.rook_count(side); i++) {
- from = pos.rook_list(side, i);
- b = pos.rook_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
- int generate_queen_moves(const Position &pos, MoveStack *mlist,
+ int generate_piece_moves(PieceType piece, const Position &pos, MoveStack *mlist,
Color side, Bitboard target) {
- Square from, to;
- Bitboard b;
- int i, n = 0;
-
- for(i = 0; i < pos.queen_count(side); i++) {
- from = pos.queen_list(side, i);
- b = pos.queen_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
- int generate_king_moves(const Position &pos, MoveStack *mlist,
- Square from, Bitboard target) {
- Square to;
+ const Piece_attacks_fn mem_fn = piece_attacks_fn[piece];
+ Square from, to;
Bitboard b;
int n = 0;
-
- b = pos.king_attacks(from) & target;
- while(b) {
- to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
+
+ for (int i = 0; i < pos.piece_count(side, piece); i++)
+ {
+ from = pos.piece_list(side, piece, i);
+ b = (pos.*mem_fn)(from) & target;
+ while (b)
+ {
+ to = pop_1st_bit(&b);
+ mlist[n++].move = make_move(from, to);
+ }
}
return n;
}
return n;
}
-
+
+ int generate_piece_checks(PieceType pce, const Position& pos, Bitboard target,
+ Bitboard dc, Square ksq, MoveStack* mlist) {
+
+ const Piece_attacks_fn mem_fn = piece_attacks_fn[pce];
+ int n = 0;
+
+ // Discovered checks
+ Bitboard b = target & dc;
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = (pos.*mem_fn)(from) & pos.empty_squares();
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+
+ // Direct checks
+ b = target & ~dc;
+ Bitboard checkSqs = (pos.*mem_fn)(ksq) & pos.empty_squares();
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = (pos.*mem_fn)(from) & checkSqs;
+ while (bb)
+ {
+ Square to = pop_1st_bit(&bb);
+ mlist[n++].move = make_move(from, to);
+ }
+ }
+ return n;
+ }
}