// Pinners are sliders, not checkers, that give check when
// candidate pinned is removed.
- pinners = (rooks_and_queens(FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq])
- | (bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq]);
+ pinners = (pieces(ROOK, QUEEN, FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq])
+ | (pieces(BISHOP, QUEEN, FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq]);
if (FindPinned && pinners)
pinners &= ~st->checkersBB;
Bitboard Position::attacks_to(Square s) const {
- return (pawn_attacks(BLACK, s) & pawns(WHITE))
- | (pawn_attacks(WHITE, s) & pawns(BLACK))
- | (piece_attacks<KNIGHT>(s) & pieces_of_type(KNIGHT))
- | (piece_attacks<ROOK>(s) & rooks_and_queens())
- | (piece_attacks<BISHOP>(s) & bishops_and_queens())
- | (piece_attacks<KING>(s) & pieces_of_type(KING));
+ return (pawn_attacks(BLACK, s) & pieces(PAWN, WHITE))
+ | (pawn_attacks(WHITE, s) & pieces(PAWN, BLACK))
+ | (piece_attacks<KNIGHT>(s) & pieces(KNIGHT))
+ | (piece_attacks<ROOK>(s) & pieces(ROOK, QUEEN))
+ | (piece_attacks<BISHOP>(s) & pieces(BISHOP, QUEEN))
+ | (piece_attacks<KING>(s) & pieces(KING));
}
/// Position::piece_attacks_square() tests whether the piece on square f
Color us = color_of_piece_on(f);
clear_bit(&occ, f);
set_bit(&occ, t);
- Bitboard xray = ( (rook_attacks_bb(s, occ) & rooks_and_queens())
- |(bishop_attacks_bb(s, occ) & bishops_and_queens())) & pieces_of_color(us);
+ Bitboard xray = ( (rook_attacks_bb(s, occ) & pieces(ROOK, QUEEN))
+ |(bishop_attacks_bb(s, occ) & pieces(BISHOP, QUEEN))) & pieces_of_color(us);
// If we have attacks we need to verify that are caused by our move
// and are not already existent ones.
Color us = side_to_move();
Square from = move_from(m);
- Square ksq = king_square(us);
assert(color_of_piece_on(from) == us);
- assert(piece_on(ksq) == piece_of_color_and_type(us, KING));
+ assert(piece_on(king_square(us)) == piece_of_color_and_type(us, KING));
// En passant captures are a tricky special case. Because they are
// rather uncommon, we do it simply by testing whether the king is attacked
Square to = move_to(m);
Square capsq = make_square(square_file(to), square_rank(from));
Bitboard b = occupied_squares();
+ Square ksq = king_square(us);
assert(to == ep_square());
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
clear_bit(&b, capsq);
set_bit(&b, to);
- return !(rook_attacks_bb(ksq, b) & rooks_and_queens(them))
- && !(bishop_attacks_bb(ksq, b) & bishops_and_queens(them));
+ return !(rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, them))
+ && !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
}
// If the moving piece is a king, check whether the destination
// square is attacked by the opponent.
- if (from == ksq)
+ if (type_of_piece_on(from) == KING)
return !(square_is_attacked(move_to(m), opposite_color(us)));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
return ( !pinned
|| !bit_is_set(pinned, from)
- || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq)));
+ || (direction_between_squares(from, king_square(us)) == direction_between_squares(move_to(m), king_square(us))));
}
clear_bit(&b, from);
clear_bit(&b, capsq);
set_bit(&b, to);
- return (rook_attacks_bb(ksq, b) & rooks_and_queens(us))
- ||(bishop_attacks_bb(ksq, b) & bishops_and_queens(us));
+ return (rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, us))
+ ||(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, us));
}
return false;
else if ( Piece != KING
&& !Slider
- && bit_is_set(piece_attacks<Piece>(ksq), to))
+ && bit_is_set(Piece == PAWN ? pawn_attacks(opposite_color(sideToMove), ksq) : piece_attacks<Piece>(ksq), to))
set_bit(pCheckersBB, to);
// Discovery checks
if (Piece != QUEEN && bit_is_set(dcCandidates, from))
{
if (Piece != ROOK)
- (*pCheckersBB) |= (piece_attacks<ROOK>(ksq) & rooks_and_queens(side_to_move()));
+ (*pCheckersBB) |= (piece_attacks<ROOK>(ksq) & pieces(ROOK, QUEEN, side_to_move()));
if (Piece != BISHOP)
- (*pCheckersBB) |= (piece_attacks<BISHOP>(ksq) & bishops_and_queens(side_to_move()));
+ (*pCheckersBB) |= (piece_attacks<BISHOP>(ksq) & pieces(BISHOP, QUEEN, side_to_move()));
}
}
struct ReducedStateInfo {
Key key, pawnKey, materialKey;
int castleRights, rule50;
- Square epSquare;
+ Square kingSquare[2], epSquare;
Value mgValue, egValue;
Value npMaterial[2];
};
// If the moving piece was a king, update the king square
if (pt == KING)
- kingSquare[us] = to;
+ st->kingSquare[us] = to;
// Update piece lists, note that index[from] is not updated and
// becomes stale. This works as long as index[] is accessed just
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
{
- if (pawn_attacks(us, from + (us == WHITE ? DELTA_N : DELTA_S)) & pawns(them))
+ if (pawn_attacks(us, from + (us == WHITE ? DELTA_N : DELTA_S)) & pieces(PAWN, them))
{
st->epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[st->epSquare];
// Update hash key
key ^= zobrist[them][capture][capsq];
- // If the captured piece was a pawn, update pawn hash key
- if (capture == PAWN)
- st->pawnKey ^= zobrist[them][PAWN][capsq];
-
// Update incremental scores
st->mgValue -= pst<MidGame>(them, capture, capsq);
st->egValue -= pst<EndGame>(them, capture, capsq);
- // Update material
- if (capture != PAWN)
+ // If the captured piece was a pawn, update pawn hash key,
+ // otherwise update non-pawn material.
+ if (capture == PAWN)
+ st->pawnKey ^= zobrist[them][PAWN][capsq];
+ else
st->npMaterial[them] -= piece_value_midgame(capture);
// Update material hash key
pieceCount[them][capture]--;
// Update piece list, move the last piece at index[capsq] position
+ //
+ // WARNING: This is a not perfectly revresible operation. When we
+ // will reinsert the captured piece in undo_move() we will put it
+ // at the end of the list and not in its original place, it means
+ // index[] and pieceList[] are not guaranteed to be invariant to a
+ // do_move() + undo_move() sequence.
Square lastPieceSquare = pieceList[them][capture][pieceCount[them][capture]];
index[lastPieceSquare] = index[capsq];
pieceList[them][capture][index[lastPieceSquare]] = lastPieceSquare;
board[rto] = rook;
// Update king square
- kingSquare[us] = kto;
+ st->kingSquare[us] = kto;
// Update piece lists
pieceList[us][KING][index[kfrom]] = kto;
board[from] = piece_of_color_and_type(us, pt);
board[to] = EMPTY;
- // If the moving piece was a king, update the king square
- if (pt == KING)
- kingSquare[us] = from;
-
// Update piece list
index[from] = index[to];
pieceList[us][pt][index[from]] = from;
board[rfrom] = piece_of_color_and_type(us, ROOK);
board[kfrom] = piece_of_color_and_type(us, KING);
- // Update king square
- kingSquare[us] = kfrom;
-
// Update piece lists
pieceList[us][KING][index[kto]] = kfrom;
pieceList[us][ROOK][index[rto]] = rfrom;
while (true)
{
clear_bit(&occ, from);
- attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
- | (bishop_attacks_bb(to, occ) & bishops_and_queens())
- | (piece_attacks<KNIGHT>(to) & knights())
- | (piece_attacks<KING>(to) & kings())
- | (pawn_attacks(WHITE, to) & pawns(BLACK))
- | (pawn_attacks(BLACK, to) & pawns(WHITE));
+ attackers = (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
+ | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN))
+ | (piece_attacks<KNIGHT>(to) & pieces(KNIGHT))
+ | (piece_attacks<KING>(to) & pieces(KING))
+ | (pawn_attacks(WHITE, to) & pieces(PAWN, BLACK))
+ | (pawn_attacks(BLACK, to) & pieces(PAWN, WHITE));
if (from != SQ_NONE)
break;
// Locate the least valuable attacker to the destination square
// and use it to initialize from square.
+ stmAttackers = attackers & pieces_of_color(us);
PieceType pt;
- for (pt = PAWN; !(attackers & pieces_of_color_and_type(us, pt)); pt++)
+ for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
assert(pt < KING);
- from = first_1(attackers & pieces_of_color_and_type(us, pt));
+ from = first_1(stmAttackers & pieces(pt));
piece = piece_on(from);
}
// Locate the least valuable attacker for the side to move. The loop
// below looks like it is potentially infinite, but it isn't. We know
// that the side to move still has at least one attacker left.
- for (pt = PAWN; !(stmAttackers & pieces_of_type(pt)); pt++)
+ for (pt = PAWN; !(stmAttackers & pieces(pt)); pt++)
assert(pt < KING);
// Remove the attacker we just found from the 'attackers' bitboard,
// and scan for new X-ray attacks behind the attacker.
- b = stmAttackers & pieces_of_type(pt);
+ b = stmAttackers & pieces(pt);
occ ^= (b & (~b + 1));
- attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens())
- | (bishop_attacks_bb(to, occ) & bishops_and_queens());
+ attackers |= (rook_attacks_bb(to, occ) & pieces(ROOK, QUEEN))
+ | (bishop_attacks_bb(to, occ) & pieces(BISHOP, QUEEN));
attackers &= occ;
pieceCount[c][pt]++;
if (pt == KING)
- kingSquare[c] = s;
+ st->kingSquare[c] = s;
}
for (Color c = WHITE; c <= BLACK; c++)
{
- b = pawns(c);
+ b = pieces(PAWN, c);
while(b)
{
s = pop_1st_bit(&b);
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
{
- b = pieces_of_color_and_type(c, pt);
+ b = pieces(pt, c);
while(b)
{
s = pop_1st_bit(&b);
for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
{
- Bitboard b = pieces_of_color_and_type(c, pt);
+ Bitboard b = pieces(pt, c);
while (b)
{
assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
bool Position::is_draw() const {
// Draw by material?
- if ( !pawns()
+ if ( !pieces(PAWN)
&& (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
return true;
MoveStack moves[256];
- return is_check() && !generate_evasions(*this, moves, pinned_pieces(sideToMove));
+ return is_check() && (generate_evasions(*this, moves, pinned_pieces(sideToMove)) == moves);
}
do_null_move(st1);
MoveStack mlist[120];
- int count;
bool result = false;
Bitboard dc = discovered_check_candidates(sideToMove);
Bitboard pinned = pinned_pieces(sideToMove);
// Generate pseudo-legal non-capture and capture check moves
- count = generate_non_capture_checks(*this, mlist, dc);
- count += generate_captures(*this, mlist + count);
+ MoveStack* last = generate_non_capture_checks(*this, mlist, dc);
+ last = generate_captures(*this, last);
// Loop through the moves, and see if one of them is mate
- for (int i = 0; i < count; i++)
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
- Move move = mlist[i].move;
-
+ Move move = cur->move;
if (!pl_move_is_legal(move, pinned))
continue;
// Separate piece type bitboards must have empty intersections
for (PieceType p1 = PAWN; p1 <= KING; p1++)
for (PieceType p2 = PAWN; p2 <= KING; p2++)
- if (p1 != p2 && (pieces_of_type(p1) & pieces_of_type(p2)))
+ if (p1 != p2 && (pieces(p1) & pieces(p2)))
return false;
}
if (debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
+ if (pieceCount[c][pt] != count_1s(pieces(pt, c)))
return false;
if (failedStep) (*failedStep)++;
for(PieceType pt = PAWN; pt <= KING; pt++)
for(int i = 0; i < pieceCount[c][pt]; i++)
{
- if (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt))
+ if (piece_on(piece_list(c, pt, i)) != (pieces(pt, c)))
return false;
if (index[piece_list(c, pt, i)] != i)