X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovegen.cpp;h=bc5b9cdebe17f0232fe77a4311c620bab66e4b4a;hb=3d937e1e901c59c04cd5d602c05f72892222ded8;hp=f83dded7c4bea3d5d15429ba45f08b18fa597bdc;hpb=48b74142efa52f0da9d4e27f9bbcbe9520499524;p=stockfish
diff --git a/src/movegen.cpp b/src/movegen.cpp
index f83dded7..bc5b9cde 100644
--- a/src/movegen.cpp
+++ b/src/movegen.cpp
@@ -1,7 +1,7 @@
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
@@ -17,762 +17,470 @@
along with this program. If not, see .
*/
-
-////
-//// Includes
-////
-
+#include
#include
-#include "bitcount.h"
#include "movegen.h"
+#include "position.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); }
-
-////
-//// Local definitions
-////
+/// 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
- };
-
- enum MoveType {
- CAPTURE,
- NON_CAPTURE,
- CHECK,
- EVASION
- };
-
- // Functions
- bool castling_is_check(const Position&, CastlingSide);
-
- // Helper templates
- template
- MoveStack* generate_castle_moves(const Position&, MoveStack*);
-
- template
- MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard = EmptyBoardBB,
- Square = SQ_NONE, Bitboard = EmptyBoardBB);
-
- // Template generate_piece_moves (captures and non-captures) with specializations and overloads
- template
- MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
-
- template<>
- MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
+ enum CastlingSide { KING_SIDE, QUEEN_SIDE };
+
+ template
+ 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]))
+ 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 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))
+ 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())
+ {
+ Bitboard occ = pos.occupied_squares();
+ clear_bit(&occ, rfrom);
+ if (pos.attackers_to(kto, occ) & enemies)
+ return mlist;
+ }
- template
- inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
+ (*mlist++).move = make_castle(kfrom, rfrom);
- assert(Piece == PAWN);
- assert(Type == CAPTURE || Type == NON_CAPTURE);
+ if (OnlyChecks && !pos.move_gives_check((mlist - 1)->move, CheckInfo(pos)))
+ mlist--;
- return (us == WHITE ? generate_pawn_moves(p, m)
- : generate_pawn_moves(p, m));
+ return mlist;
}
- // Template generate_piece_checks with specializations
- template
- MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
- template<>
- inline MoveStack* generate_piece_checks(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+ template
+ inline Bitboard move_pawns(Bitboard p) {
- return (us == WHITE ? generate_pawn_moves(p, m, dc, ksq)
- : generate_pawn_moves(p, m, dc, ksq));
+ return Delta == DELTA_N ? p << 8
+ : Delta == DELTA_S ? p >> 8
+ : Delta == DELTA_NE ? (p & ~FileHBB) << 9
+ : Delta == DELTA_SE ? (p & ~FileHBB) >> 7
+ : Delta == DELTA_NW ? (p & ~FileABB) << 7
+ : Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0;
}
- // Template generate_piece_evasions with specializations
- template
- MoveStack* generate_piece_evasions(const Position&, MoveStack*, Color, Bitboard, Bitboard);
-
- template<>
- inline MoveStack* generate_piece_evasions(const Position& p, MoveStack* m,
- Color us, Bitboard t, Bitboard pnd) {
-
- return (us == WHITE ? generate_pawn_moves(p, m, pnd, SQ_NONE, t)
- : generate_pawn_moves(p, m, pnd, SQ_NONE, t));
- }
-}
+ template
+ inline MoveStack* generate_promotions(MoveStack* mlist, Bitboard pawnsOn7, Bitboard target, Square ksq) {
-////
-//// Functions
-////
+ Bitboard b = move_pawns(pawnsOn7) & target;
+ while (b)
+ {
+ Square to = pop_1st_bit(&b);
-/// generate_captures() generates all pseudo-legal captures and queen
-/// promotions. Returns a pointer to the end of the move list.
+ if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
+ (*mlist++).move = make_promotion(to - Delta, to, QUEEN);
-MoveStack* generate_captures(const Position& pos, MoveStack* mlist) {
+ if (Type == MV_QUIET || Type == MV_EVASION || Type == MV_NON_EVASION)
+ {
+ (*mlist++).move = make_promotion(to - Delta, to, ROOK);
+ (*mlist++).move = make_promotion(to - Delta, to, BISHOP);
+ (*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
+ }
- assert(pos.is_ok());
- assert(!pos.is_check());
+ // Knight-promotion is the only one that can give a direct check not
+ // already included in the queen-promotion.
+ if (Type == MV_QUIET_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
+ }
- Color us = pos.side_to_move();
- Bitboard target = pos.pieces_of_color(opposite_color(us));
-
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us);
- return generate_piece_moves(pos, mlist, us, target);
-}
+ return mlist;
+ }
-/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. Returns a pointer to the end of the move list.
+ template
+ MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) {
-MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist) {
+ // Compute our parametrized parameters at compile time, named according to
+ // the point of view of white side.
+ 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 Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
+ const Square RIGHT = (Us == WHITE ? DELTA_NE : DELTA_SW);
+ const Square LEFT = (Us == WHITE ? DELTA_NW : DELTA_SE);
- assert(pos.is_ok());
- assert(!pos.is_check());
+ Bitboard b1, b2, dc1, dc2, emptySquares;
- Color us = pos.side_to_move();
- Bitboard target = pos.empty_squares();
-
- mlist = generate_piece_moves(pos, mlist, us);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_piece_moves(pos, mlist, us, target);
- mlist = generate_castle_moves(pos, mlist);
- return generate_castle_moves(pos, mlist);
-}
+ 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));
-/// generate_non_capture_checks() generates all pseudo-legal non-captures and
-/// underpromotions that give check. Returns a pointer to the end of the move list.
+ // Single and double pawn pushes, no promotions
+ if (Type != MV_CAPTURE)
+ {
+ emptySquares = (Type == MV_QUIET ? target : pos.empty_squares());
-MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
+ b1 = move_pawns(pawnsNotOn7) & emptySquares;
+ b2 = move_pawns(b1 & TRank3BB) & emptySquares;
- assert(pos.is_ok());
- assert(!pos.is_check());
+ if (Type == MV_EVASION) // Consider only blocking squares
+ {
+ b1 &= target;
+ b2 &= target;
+ }
- Color us = pos.side_to_move();
- Square ksq = pos.king_square(opposite_color(us));
+ if (Type == MV_QUIET_CHECK)
+ {
+ b1 &= pos.attacks_from(ksq, Them);
+ b2 &= pos.attacks_from(ksq, Them);
+
+ // Add pawn pushes 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. Note that a possible discovery check
+ // promotion has been already generated among captures.
+ if (pawnsNotOn7 & target) // Target is dc bitboard
+ {
+ dc1 = move_pawns(pawnsNotOn7 & target) & emptySquares & ~file_bb(ksq);
+ dc2 = move_pawns(dc1 & TRank3BB) & emptySquares;
- assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
+ b1 |= dc1;
+ b2 |= dc2;
+ }
+ }
- // Pieces moves
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
- mlist = generate_piece_checks(pos, mlist, us, dc, ksq);
+ SERIALIZE_PAWNS(b1, UP);
+ SERIALIZE_PAWNS(b2, UP + UP);
+ }
- // Castling moves that give check. Very rare but nice to have!
- if ( pos.can_castle_queenside(us)
- && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_D)
- && castling_is_check(pos, QUEEN_SIDE))
- mlist = generate_castle_moves(pos, mlist);
+ // Promotions and underpromotions
+ if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB)))
+ {
+ if (Type == MV_CAPTURE)
+ emptySquares = pos.empty_squares();
- if ( pos.can_castle_kingside(us)
- && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_F)
- && castling_is_check(pos, KING_SIDE))
- mlist = generate_castle_moves(pos, mlist);
+ if (Type == MV_EVASION)
+ emptySquares &= target;
- return mlist;
-}
+ mlist = generate_promotions(mlist, pawnsOn7, enemies, ksq);
+ mlist = generate_promotions(mlist, pawnsOn7, enemies, ksq);
+ mlist = generate_promotions(mlist, pawnsOn7, emptySquares, ksq);
+ }
+ // Standard and en-passant captures
+ if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
+ {
+ b1 = move_pawns(pawnsNotOn7) & enemies;
+ b2 = move_pawns(pawnsNotOn7) & enemies;
-/// 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. Returns a pointer to the end of the move list.
+ SERIALIZE_PAWNS(b1, RIGHT);
+ SERIALIZE_PAWNS(b2, LEFT);
-MoveStack* generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
+ if (pos.ep_square() != SQ_NONE)
+ {
+ assert(rank_of(pos.ep_square()) == relative_rank(Us, RANK_6));
- assert(pos.is_ok());
- assert(pos.is_check());
+ // 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 && !bit_is_set(target, pos.ep_square() - UP))
+ return mlist;
- Square from, to;
- Color us = pos.side_to_move();
- Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
- Bitboard sliderAttacks = EmptyBoardBB;
- Bitboard checkers = pos.checkers();
+ b1 = pawnsNotOn7 & pos.attacks_from(pos.ep_square(), Them);
- assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
+ assert(b1);
- // The bitboard of occupied pieces without our king
- Bitboard b_noKing = pos.occupied_squares();
- clear_bit(&b_noKing, ksq);
+ while (b1)
+ (*mlist++).move = make_enpassant(pop_1st_bit(&b1), pos.ep_square());
+ }
+ }
- // Find squares attacked by slider checkers, we will remove
- // them from the king evasions set so to avoid a couple
- // of cycles in the slow king evasions legality check loop
- // and to be able to use attackers_to().
- Bitboard b = checkers & pos.pieces(BISHOP, QUEEN);
- while (b)
- {
- from = pop_1st_bit(&b);
- sliderAttacks |= bishop_attacks_bb(from, b_noKing);
+ return mlist;
}
- b = checkers & pos.pieces(ROOK, QUEEN);
- while (b)
- {
- from = pop_1st_bit(&b);
- sliderAttacks |= rook_attacks_bb(from, b_noKing);
- }
- // Generate evasions for king, capture and non capture moves
- Bitboard enemy = pos.pieces_of_color(them);
- Bitboard b1 = pos.attacks_from(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
- while (b1)
- {
- // Note that we can use attackers_to() only because we have already
- // removed from b1 the squares attacked by slider checkers.
- to = pop_1st_bit(&b1);
- if (!(pos.attackers_to(to) & enemy))
- (*mlist++).move = make_move(ksq, to);
- }
+ template
+ inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist,
+ Color us, const CheckInfo& ci) {
+ assert(Pt != KING && Pt != PAWN);
- // Generate evasions for other pieces only if not double check. We use a
- // simple bit twiddling hack here rather than calling count_1s in order to
- // save some time (we know that pos.checkers() has at most two nonzero bits).
- if (!(checkers & (checkers - 1))) // Only one bit set?
- {
- Square checksq = first_1(checkers);
+ Bitboard b, target;
+ Square from;
+ const Square* pl = pos.piece_list(us, Pt);
- assert(pos.color_of_piece_on(checksq) == them);
+ if (*pl != SQ_NONE)
+ {
+ target = ci.checkSq[Pt] & pos.empty_squares(); // Non capture checks only
- // Generate captures of the checking piece
+ do {
+ from = *pl;
- // Pawn captures
- b1 = pos.attacks_from(checksq, them) & pos.pieces(PAWN, us) & ~pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- if (relative_rank(us, checksq) == RANK_8)
- {
- (*mlist++).move = make_promotion_move(from, checksq, QUEEN);
- (*mlist++).move = make_promotion_move(from, checksq, ROOK);
- (*mlist++).move = make_promotion_move(from, checksq, BISHOP);
- (*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
- } else
- (*mlist++).move = make_move(from, checksq);
- }
-
- // Pieces captures
- b1 = ( (pos.attacks_from(checksq) & pos.pieces(KNIGHT, us))
- | (pos.attacks_from(checksq) & pos.pieces(BISHOP, QUEEN, us))
- | (pos.attacks_from(checksq) & pos.pieces(ROOK, QUEEN, us)) ) & ~pinned;
+ if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN)
+ && !(PseudoAttacks[Pt][from] & target))
+ continue;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- (*mlist++).move = make_move(from, checksq);
- }
+ if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
+ continue;
- // 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)
- {
- mlist = generate_piece_evasions(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_evasions(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_evasions(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_evasions(pos, mlist, us, blockSquares, pinned);
- mlist = generate_piece_evasions(pos, mlist, us, blockSquares, pinned);
- }
- }
+ b = pos.attacks_from(from) & target;
+ SERIALIZE(b);
+ } while (*++pl != SQ_NONE);
+ }
- // Finally, the special case of en passant captures. An en passant
- // capture can only be a check evasion if the check is not a discovered
- // 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.pieces(PAWN, them)))
- {
- to = pos.ep_square();
- b1 = pos.attacks_from(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.
- assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
- assert(count_1s(b1) == 1 || count_1s(b1) == 2);
-
- b1 &= ~pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- // Move is always legal because checking pawn is not a discovered
- // check candidate and our capturing pawn has been already tested
- // against pinned pieces.
- (*mlist++).move = make_ep_move(from, to);
- }
- }
+ return mlist;
}
- return mlist;
-}
-/// generate_moves() computes a complete list of legal or pseudo-legal moves in
-/// the current position. This function is not very fast, and should be used
-/// only in non time-critical paths.
+ template
+ FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target) {
+ assert(Pt != KING && Pt != PAWN);
-MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal) {
+ Bitboard b;
+ Square from;
+ const Square* pl = pos.piece_list(us, Pt);
- assert(pos.is_ok());
+ if (*pl != SQ_NONE)
+ do {
+ from = *pl;
+ b = pos.attacks_from(from) & target;
+ SERIALIZE(b);
+ } while (*++pl != SQ_NONE);
- Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+ return mlist;
+ }
- if (pos.is_check())
- return generate_evasions(pos, mlist, pinned);
- // Generate pseudo-legal moves
- MoveStack* last = generate_captures(pos, mlist);
- last = generate_noncaptures(pos, last);
- if (pseudoLegal)
- return last;
+ template<>
+ FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist,
+ Color us, Bitboard target) {
+ Square from = pos.king_square(us);
+ Bitboard b = pos.attacks_from(from) & target;
+ SERIALIZE(b);
+ return mlist;
+ }
- // Remove illegal moves from the list
- for (MoveStack* cur = mlist; cur != last; cur++)
- if (!pos.pl_move_is_legal(cur->move, pinned))
- {
- cur->move = (--last)->move;
- cur--;
- }
- return last;
-}
+} // namespace
-/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
-/// move and tests whether the move is legal. This version is not very fast
-/// and should be used only in non time-critical paths.
+/// generate generates all pseudo-legal captures and queen
+/// promotions. Returns a pointer to the end of the move list.
+///
+/// generate generates all pseudo-legal non-captures and
+/// underpromotions. Returns a pointer to the end of the move list.
+///
+/// generate generates all pseudo-legal captures and
+/// non-captures. Returns a pointer to the end of the move list.
-bool move_is_legal(const Position& pos, const Move m) {
+template
+MoveStack* generate(const Position& pos, MoveStack* mlist) {
- MoveStack mlist[256];
- MoveStack* last = generate_moves(pos, mlist, true);
- for (MoveStack* cur = mlist; cur != last; cur++)
- if (cur->move == m)
- return pos.pl_move_is_legal(m);
+ assert(Type == MV_CAPTURE || Type == MV_QUIET || Type == MV_NON_EVASION);
+ assert(!pos.in_check());
- return false;
-}
+ Color us = pos.side_to_move();
+ Bitboard target;
+ if (Type == MV_CAPTURE)
+ target = pos.pieces(~us);
-/// Fast version of move_is_legal() that takes a position a move and a
-/// bitboard of pinned pieces as input, and tests whether the move is legal.
-/// This version must only be used when the side to move is not in check.
+ else if (Type == MV_QUIET)
+ target = pos.empty_squares();
-bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
+ else if (Type == MV_NON_EVASION)
+ target = pos.pieces(~us) | pos.empty_squares();
- assert(pos.is_ok());
- assert(!pos.is_check());
- assert(move_is_ok(m));
- assert(pinned == pos.pinned_pieces(pos.side_to_move()));
+ mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, target)
+ : generate_pawn_moves(pos, mlist, target));
- // Use a slower but simpler function for uncommon cases
- if (move_is_ep(m) || move_is_castle(m))
- return move_is_legal(pos, m);
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
- Color us = pos.side_to_move();
- Color them = opposite_color(us);
- Square from = move_from(m);
- Square to = move_to(m);
- Piece pc = pos.piece_on(from);
-
- // If the from square is not occupied by a piece belonging to the side to
- // move, the move is obviously not legal.
- if (color_of_piece(pc) != us)
- return false;
-
- // The destination square cannot be occupied by a friendly piece
- if (pos.color_of_piece_on(to) == us)
- return false;
-
- // Handle the special case of a pawn move
- if (type_of_piece(pc) == PAWN)
+ if (Type != MV_CAPTURE && pos.can_castle(us))
{
- // Move direction must be compatible with pawn color
- int direction = to - from;
- if ((us == WHITE) != (direction > 0))
- return false;
-
- // A pawn move is a promotion iff the destination square is
- // on the 8/1th rank.
- if (( (square_rank(to) == RANK_8 && us == WHITE)
- ||(square_rank(to) == RANK_1 && us != WHITE)) != bool(move_is_promotion(m)))
- return false;
-
- // Proceed according to the square delta between the origin and
- // destination squares.
- switch (direction)
- {
- case DELTA_NW:
- case DELTA_NE:
- case DELTA_SW:
- case DELTA_SE:
- // Capture. The destination square must be occupied by an enemy
- // piece (en passant captures was handled earlier).
- if (pos.color_of_piece_on(to) != them)
- return false;
- break;
-
- case DELTA_N:
- case DELTA_S:
- // Pawn push. The destination square must be empty.
- if (!pos.square_is_empty(to))
- return false;
- break;
-
- case DELTA_NN:
- // Double white pawn push. The destination square must be on the fourth
- // rank, and both the destination square and the square between the
- // source and destination squares must be empty.
- if ( square_rank(to) != RANK_4
- || !pos.square_is_empty(to)
- || !pos.square_is_empty(from + DELTA_N))
- return false;
- break;
-
- case DELTA_SS:
- // Double black pawn push. The destination square must be on the fifth
- // rank, and both the destination square and the square between the
- // source and destination squares must be empty.
- if ( square_rank(to) != RANK_5
- || !pos.square_is_empty(to)
- || !pos.square_is_empty(from + DELTA_S))
- return false;
- break;
-
- default:
- return false;
- }
- // The move is pseudo-legal, check if it is also legal
- return pos.pl_move_is_legal(m, pinned);
+ mlist = generate_castle(pos, mlist, us);
+ mlist = generate_castle(pos, mlist, us);
}
- // Luckly we can handle all the other pieces in one go
- return ( bit_is_set(pos.attacks_from(pc, from), to)
- && pos.pl_move_is_legal(m, pinned)
- && !move_is_promotion(m));
+ return mlist;
}
+// Explicit template instantiations
+template MoveStack* generate(const Position& pos, MoveStack* mlist);
+template MoveStack* generate(const Position& pos, MoveStack* mlist);
+template MoveStack* generate(const Position& pos, MoveStack* mlist);
-namespace {
-
- template
- MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
- Square from;
- Bitboard b;
- const Square* ptr = pos.piece_list_begin(us, Piece);
-
- while ((from = *ptr++) != SQ_NONE)
- {
- b = pos.attacks_from(from) & target;
- SERIALIZE_MOVES(b);
- }
- return mlist;
- }
-
- template<>
- MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
-
- Bitboard b;
- Square from = pos.king_square(us);
-
- b = pos.attacks_from(from) & target;
- SERIALIZE_MOVES(b);
- return mlist;
- }
-
- template
- MoveStack* generate_piece_evasions(const Position& pos, MoveStack* mlist,
- Color us, Bitboard target, Bitboard pinned) {
- Square from;
- Bitboard b;
- const Square* ptr = pos.piece_list_begin(us, Piece);
-
- while ((from = *ptr++) != SQ_NONE)
- {
- if (pinned && bit_is_set(pinned, from))
- continue;
-
- b = pos.attacks_from(from) & target;
- SERIALIZE_MOVES(b);
- }
- return mlist;
- }
- template
- inline Bitboard move_pawns(Bitboard p) {
+/// generate 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(const Position& pos, MoveStack* mlist) {
- if (Direction == DELTA_N)
- return Us == WHITE ? p << 8 : p >> 8;
- else if (Direction == DELTA_NE)
- return Us == WHITE ? p << 9 : p >> 7;
- else if (Direction == DELTA_NW)
- return Us == WHITE ? p << 7 : p >> 9;
- else
- return p;
- }
+ assert(!pos.in_check());
- template
- MoveStack* generate_pawn_diagonal_captures(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool promotion) {
+ Color us = pos.side_to_move();
+ CheckInfo ci(pos);
+ Bitboard dc = ci.dcCandidates;
- // Calculate our parametrized parameters at compile time
- const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
- const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
- const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
- const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
- const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
+ while (dc)
+ {
+ Square from = pop_1st_bit(&dc);
+ PieceType pt = type_of(pos.piece_on(from));
- Square to;
+ if (pt == PAWN)
+ continue; // Will be generated togheter with direct checks
- // Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
- Bitboard b1 = move_pawns(pawns) & ~TFileABB & enemyPieces;
+ Bitboard b = pos.attacks_from(Piece(pt), from) & pos.empty_squares();
- // Capturing promotions
- if (promotion)
- {
- Bitboard b2 = b1 & TRank8BB;
- b1 &= ~TRank8BB;
- while (b2)
- {
- to = pop_1st_bit(&b2);
- (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
- }
- }
+ if (pt == KING)
+ b &= ~PseudoAttacks[QUEEN][ci.ksq];
- // Capturing non-promotions
- SERIALIZE_MOVES_D(b1, -TTDELTA_NE);
- return mlist;
+ SERIALIZE(b);
}
- template
- MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard dcp,
- Square ksq, Bitboard blockSquares) {
-
- // 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, dcPawns1, dcPawns2;
- Square to;
- Bitboard pawns = (Type == EVASION ? pos.pieces(PAWN, Us) & ~dcp : pos.pieces(PAWN, Us));
- bool possiblePromotion = pawns & TRank7BB;
-
- if (Type == CAPTURE)
- {
- // Standard captures and capturing promotions in both directions
- Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
- mlist = generate_pawn_diagonal_captures(mlist, pawns, enemyPieces, possiblePromotion);
- mlist = generate_pawn_diagonal_captures(mlist, pawns, enemyPieces, possiblePromotion);
- }
-
- if (possiblePromotion)
- {
- // When generating checks consider under-promotion moves (both captures
- // and non captures) only if can give a discovery check. Note that dcp
- // is dc bitboard or pinned bitboard when Type == EVASION.
- Bitboard pp = (Type == CHECK ? pawns & dcp : pawns);
-
- if (Type != EVASION && Type != CAPTURE)
- {
- Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us));
-
- // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = move_pawns(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);
- }
-
- // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
- b1 = move_pawns(pp) & ~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);
- }
- }
-
- // Underpromotion pawn pushes. Also queen promotions for evasions and captures.
- b1 = move_pawns(pp) & TRank8BB;
- b1 &= (Type == EVASION ? blockSquares : pos.empty_squares());
-
- while (b1)
- {
- to = pop_1st_bit(&b1);
- if (Type == EVASION || Type == CAPTURE)
- (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, ci.dcCandidates, ci.ksq)
+ : generate_pawn_moves(pos, mlist, ci.dcCandidates, ci.ksq));
- if (Type != CAPTURE)
- {
- (*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);
- }
- }
- }
+ mlist = generate_direct_checks(pos, mlist, us, ci);
+ mlist = generate_direct_checks(pos, mlist, us, ci);
+ mlist = generate_direct_checks(pos, mlist, us, ci);
+ mlist = generate_direct_checks(pos, mlist, us, ci);
- if (Type != CAPTURE)
- {
- Bitboard emptySquares = pos.empty_squares();
- dcPawns1 = dcPawns2 = EmptyBoardBB;
- if (Type == CHECK && (pawns & dcp))
- {
- // 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(pawns & dcp & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
- dcPawns2 = move_pawns(dcPawns1 & TRank3BB) & emptySquares;
- }
-
- // Single pawn pushes
- b1 = move_pawns(pawns) & emptySquares & ~TRank8BB;
- b2 = (Type == CHECK ? (b1 & pos.attacks_from(ksq, Them)) | dcPawns1 :
- (Type == EVASION ? b1 & blockSquares : b1));
- SERIALIZE_MOVES_D(b2, -TDELTA_N);
-
- // Double pawn pushes
- b1 = move_pawns(b1 & TRank3BB) & emptySquares;
- b2 = (Type == CHECK ? (b1 & pos.attacks_from(ksq, Them)) | dcPawns2 :
- (Type == EVASION ? b1 & blockSquares : b1));
- SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
- }
- else if (pos.ep_square() != SQ_NONE) // 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.attacks_from(pos.ep_square(), Them);
- assert(b1 != EmptyBoardBB);
-
- while (b1)
- {
- to = pop_1st_bit(&b1);
- (*mlist++).move = make_ep_move(to, pos.ep_square());
- }
- }
- return mlist;
+ if (pos.can_castle(us))
+ {
+ mlist = generate_castle(pos, mlist, us);
+ mlist = generate_castle(pos, mlist, us);
}
- template
- MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
- Bitboard dc, Square ksq) {
+ return mlist;
+}
- Bitboard target = pos.pieces(Piece, us);
- // Discovered non-capture checks
- Bitboard b = target & dc;
+/// generate 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(const Position& pos, MoveStack* mlist) {
- assert(Piece != QUEEN || !b);
+ assert(pos.in_check());
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.attacks_from(from) & pos.empty_squares();
- if (Piece == KING)
- bb &= ~QueenPseudoAttacks[ksq];
+ Bitboard b, target;
+ Square from, checksq;
+ int checkersCnt = 0;
+ Color us = pos.side_to_move();
+ Square ksq = pos.king_square(us);
+ Bitboard sliderAttacks = 0;
+ Bitboard checkers = pos.checkers();
- SERIALIZE_MOVES(bb);
- }
+ assert(checkers);
- // Direct non-capture checks
- b = target & ~dc;
- Bitboard checkSqs = pos.attacks_from(ksq) & pos.empty_squares();
- if (Piece != KING && checkSqs)
- {
- 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;
+ // Find squares attacked by slider checkers, we will remove them from the king
+ // evasions so to skip known illegal moves avoiding useless legality check later.
+ b = checkers;
+ do
+ {
+ checkersCnt++;
+ checksq = pop_1st_bit(&b);
- Bitboard bb = pos.attacks_from(from) & checkSqs;
- SERIALIZE_MOVES(bb);
- }
- }
- return mlist;
- }
+ assert(color_of(pos.piece_on(checksq)) == ~us);
- template
- MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
+ switch (type_of(pos.piece_on(checksq)))
+ {
+ case BISHOP: sliderAttacks |= PseudoAttacks[BISHOP][checksq]; break;
+ case ROOK: sliderAttacks |= PseudoAttacks[ROOK][checksq]; break;
+ case QUEEN:
+ // 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) || !bit_is_set(PseudoAttacks[BISHOP][checksq], ksq))
+ sliderAttacks |= PseudoAttacks[QUEEN][checksq];
+
+ // Otherwise we need to use real rook attacks to check if king is safe
+ // to move in the other direction. For example: king in B2, queen in A1
+ // a knight in B1, and we can safely move to C1.
+ else
+ sliderAttacks |= PseudoAttacks[BISHOP][checksq] | pos.attacks_from(checksq);
- Color us = pos.side_to_move();
+ default:
+ break;
+ }
+ } while (b);
- if ( (Side == KING_SIDE && pos.can_castle_kingside(us))
- ||(Side == QUEEN_SIDE && pos.can_castle_queenside(us)))
- {
- Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
+ // Generate evasions for king, capture and non capture moves
+ b = pos.attacks_from(ksq) & ~pos.pieces(us) & ~sliderAttacks;
+ from = ksq;
+ SERIALIZE(b);
- assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
+ // Generate evasions for other pieces only if not under a double check
+ if (checkersCnt > 1)
+ return mlist;
- Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us));
- Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
- Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
- Square s;
- bool illegal = false;
+ // Blocking evasions or captures of the checking piece
+ target = squares_between(checksq, ksq) | checkers;
- assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
+ mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, target)
+ : generate_pawn_moves(pos, mlist, target));
- // 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.attackers_to(s) & pos.pieces_of_color(them)))
- illegal = true;
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
+ mlist = generate_moves(pos, mlist, us, target);
+ return generate_moves(pos, mlist, us, target);
+}
- for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
- if (s != ksq && s != rsq && pos.square_is_occupied(s))
- illegal = true;
- if ( Side == QUEEN_SIDE
- && square_file(rsq) == FILE_B
- && ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK)
- || pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN)))
- illegal = true;
+/// generate generates all the legal moves in the given position
- if (!illegal)
- (*mlist++).move = make_castle_move(ksq, rsq);
- }
- return mlist;
- }
+template<>
+MoveStack* generate(const Position& pos, MoveStack* mlist) {
- bool castling_is_check(const Position& pos, CastlingSide side) {
+ MoveStack *last, *cur = mlist;
+ Bitboard pinned = pos.pinned_pieces();
- // After castling opponent king is attacked by the castled rook?
- File rookFile = (side == QUEEN_SIDE ? FILE_D : FILE_F);
- Color us = pos.side_to_move();
- Square ksq = pos.king_square(us);
- Bitboard occ = pos.occupied_squares();
+ last = pos.in_check() ? generate(pos, mlist)
+ : generate(pos, mlist);
+ while (cur != last)
+ if (!pos.pl_move_is_legal(cur->move, pinned))
+ cur->move = (--last)->move;
+ else
+ cur++;
- clear_bit(&occ, ksq); // Remove our king from the board
- Square rsq = make_square(rookFile, square_rank(ksq));
- return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us)));
- }
+ return last;
}