X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fmovegen.cpp;h=ea3255cc3c8c91e7f309f360f12a119f3707c747;hb=7305b569579e02d5e40d8ed981b93a03a6622868;hp=abcafc00b5b0c6379f475eef5fd34d0c386e3609;hpb=f56af8e84db25c0d26fe762fbe171ec5518177bb;p=stockfish
diff --git a/src/movegen.cpp b/src/movegen.cpp
index abcafc00..ea3255cc 100644
--- a/src/movegen.cpp
+++ b/src/movegen.cpp
@@ -1,17 +1,18 @@
/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
- Glaurung is distributed in the hope that it will be useful,
+
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
@@ -23,1216 +24,700 @@
#include
+#include "bitcount.h"
#include "movegen.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
////
namespace {
-
- int generate_white_pawn_captures(const Position &pos, MoveStack *mlist);
- int generate_black_pawn_captures(const Position &pos, MoveStack *mlist);
- int generate_white_pawn_noncaptures(const Position &pos, MoveStack *mlist);
- int generate_black_pawn_noncaptures(const Position &pos, MoveStack *mlist);
- int generate_knight_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target);
- int generate_bishop_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target);
- int generate_rook_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target);
- int generate_queen_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target);
- int generate_king_moves(const Position &pos, MoveStack *mlist,
- Square from, Bitboard target);
- int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us);
-}
+ enum CastlingSide {
+ KING_SIDE,
+ QUEEN_SIDE
+ };
+ enum MoveType {
+ CAPTURE,
+ NON_CAPTURE,
+ CHECK,
+ EVASION
+ };
-////
-//// Functions
-////
+ // Helper templates
+ template
+ MoveStack* generate_castle_moves(const Position&, MoveStack*);
+ template
+ MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square);
-/// generate_captures generates() all pseudo-legal captures and queen
-/// promotions. The return value is the number of moves generated.
+ // Template generate_piece_moves (captures and non-captures) with specializations and overloads
+ template
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
-int generate_captures(const Position &pos, MoveStack *mlist) {
- Color us = pos.side_to_move();
- Bitboard target = pos.pieces_of_color(opposite_color(us));
- int n = 0;
+ template<>
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
- assert(pos.is_ok());
- assert(!pos.is_check());
+ template
+ inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
- if(us == WHITE)
- n += generate_white_pawn_captures(pos, 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);
-
- return n;
-}
+ assert(Piece == PAWN);
+ assert(Type == CAPTURE || Type == NON_CAPTURE || Type == EVASION);
+ return (us == WHITE ? generate_pawn_moves(p, m, t, SQ_NONE)
+ : generate_pawn_moves(p, m, t, SQ_NONE));
+ }
-/// generate_noncaptures() generates all pseudo-legal non-captures and
-/// underpromotions. The return value is the number of moves generated.
+ // Templates for non-capture checks generation
-int generate_noncaptures(const Position &pos, MoveStack *mlist) {
- Color us = pos.side_to_move();
- Bitboard target = pos.empty_squares();
- int n = 0;
+ template
+ MoveStack* generate_discovered_checks(const Position&, MoveStack*, Square);
- assert(pos.is_ok());
- assert(!pos.is_check());
+ template
+ MoveStack* generate_direct_checks(const Position&, MoveStack*, Color, Bitboard, Square);
- if(us == WHITE)
- n += generate_white_pawn_noncaptures(pos, mlist);
- 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);
- n += generate_castle_moves(pos, mlist+n, us);
-
- return n;
+ template<>
+ inline MoveStack* generate_direct_checks(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
+
+ return (us == WHITE ? generate_pawn_moves(p, m, dc, ksq)
+ : generate_pawn_moves(p, m, dc, ksq));
+ }
}
-/// generate_checks() generates all pseudo-legal non-capturing, non-promoting
-/// checks, except castling moves (will add this later). It returns the
-/// number of generated moves.
+////
+//// Functions
+////
+
+
+/// generate_captures() generates all pseudo-legal captures and queen
+/// promotions. Returns a pointer to the end of the move list.
-int generate_checks(const Position &pos, MoveStack *mlist, Bitboard dc) {
- Color us, them;
- Square ksq, from, to;
- Bitboard empty, checkSqs, b1, b2, b3;
- int n = 0;
+MoveStack* generate_captures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
- us = pos.side_to_move();
- them = opposite_color(us);
-
- ksq = pos.king_square(them);
- assert(pos.piece_on(ksq) == king_of_color(them));
+ Color us = pos.side_to_move();
+ Bitboard target = pos.pieces_of_color(opposite_color(us));
- dc = pos.discovered_check_candidates(us);
- empty = pos.empty_squares();
-
- // Pawn moves. This is somewhat messy, and we use separate code for white
- // and black, because we can't shift by negative numbers in C/C++. :-(
+ 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);
+ return generate_piece_moves(pos, mlist, us, target);
+}
- if(us == WHITE) {
- // 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:
- b1 = pos.pawns(us) & ~file_bb(ksq);
+/// generate_noncaptures() generates all pseudo-legal non-captures and
+/// underpromotions. Returns a pointer to the end of the move list.
- // 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);
- }
+MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist) {
- // 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);
- }
+ assert(pos.is_ok());
+ assert(!pos.is_check());
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
+ Color us = pos.side_to_move();
+ Bitboard target = pos.empty_squares();
- b1 &= (~dc & neighboring_files_bb(ksq));
+ 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_piece_moves(pos, mlist, us, target);
+ mlist = generate_castle_moves(pos, mlist);
+ return generate_castle_moves(pos, mlist);
+}
- // 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);
- }
- // 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);
- }
- }
- else { // (us == BLACK)
+/// generate_non_evasions() generates all pseudo-legal captures and
+/// non-captures. Returns a pointer to the end of the move list.
- // 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.
+MoveStack* generate_non_evasions(const Position& pos, MoveStack* mlist) {
- // Find all friendly pawns not on the enemy king's file:
- b1 = pos.pawns(us) & ~file_bb(ksq);
+ assert(pos.is_ok());
+ assert(!pos.is_check());
- // 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);
- }
+ Color us = pos.side_to_move();
+ Bitboard target = pos.pieces_of_color(opposite_color(us));
- // 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);
- }
+ mlist = generate_piece_moves(pos, mlist, us, target);
+ mlist = generate_piece_moves(pos, mlist, us, pos.empty_squares());
- // Direct checks. These are possible only for pawns on neighboring files
- // of the enemy king:
+ target |= pos.empty_squares();
- b1 &= (~dc & neighboring_files_bb(ksq));
+ 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);
+}
- // 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);
- }
- // 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);
- }
- }
+/// generate_non_capture_checks() generates all pseudo-legal non-captures and knight
+/// underpromotions that give check. Returns a pointer to the end of the move list.
- // 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);
- }
- }
- }
+MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* 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);
- }
- }
- }
-
- // 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);
- }
- }
- }
-
- // 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);
- }
- }
- }
+ assert(pos.is_ok());
+ assert(!pos.is_check());
- // 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);
- }
+ Bitboard b, dc;
+ Square from;
+ Color us = pos.side_to_move();
+ Square ksq = pos.king_square(opposite_color(us));
+
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
+
+ // Discovered non-capture checks
+ b = dc = pos.discovered_check_candidates(us);
+
+ while (b)
+ {
+ from = pop_1st_bit(&b);
+ switch (pos.type_of_piece_on(from))
+ {
+ case PAWN: /* Will be generated togheter with pawns direct checks */ break;
+ case KNIGHT: mlist = generate_discovered_checks(pos, mlist, from); break;
+ case BISHOP: mlist = generate_discovered_checks(pos, mlist, from); break;
+ case ROOK: mlist = generate_discovered_checks(pos, mlist, from); break;
+ case KING: mlist = generate_discovered_checks(pos, mlist, from); break;
+ default: assert(false); break;
+ }
}
- // TODO: Castling moves!
-
- return n;
+ // Direct non-capture checks
+ mlist = generate_direct_checks(pos, mlist, us, dc, ksq);
+ mlist = generate_direct_checks(pos, mlist, us, dc, ksq);
+ mlist = generate_direct_checks(pos, mlist, us, dc, ksq);
+ mlist = generate_direct_checks(pos, mlist, us, dc, ksq);
+ return generate_direct_checks(pos, mlist, us, dc, ksq);
}
-/// 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. This
-/// function is very ugly, and needs cleaning up some time later. FIXME
+/// generate_evasions() generates all pseudo-legal check evasions when
+/// the side to move is in check. Returns a pointer to the end of the move list.
-int generate_evasions(const Position &pos, MoveStack *mlist) {
- Color us, them;
- Bitboard checkers = pos.checkers();
- Bitboard pinned, b1, b2;
- Square ksq, from, to;
- int n = 0;
+MoveStack* generate_evasions(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(pos.is_check());
- us = pos.side_to_move();
- them = opposite_color(us);
-
- ksq = pos.king_square(us);
- assert(pos.piece_on(ksq) == king_of_color(us));
-
- // Generate evasions for king:
- b1 = pos.king_attacks(ksq) & ~pos.pieces_of_color(us);
- b2 = pos.occupied_squares();
- clear_bit(&b2, ksq);
- while(b1) {
- to = pop_1st_bit(&b1);
-
- // Make sure to is not attacked by the other side. This is a bit ugly,
- // because we can't use Position::square_is_attacked. Instead we use
- // the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
- // b2 (the occupied squares with the king removed) in order to test whether
- // the king will remain in check on the destination square.
- if(((pos.pawn_attacks(us, to) & pos.pawns(them)) == EmptyBoardBB) &&
- ((pos.knight_attacks(to) & pos.knights(them)) == EmptyBoardBB) &&
- ((pos.king_attacks(to) & pos.kings(them)) == EmptyBoardBB) &&
- ((bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- == EmptyBoardBB) &&
- ((rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) == EmptyBoardBB))
- mlist[n++].move = make_move(ksq, to);
- }
-
-
- // 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))) {
- Square checksq = first_1(checkers);
- assert(pos.color_of_piece_on(checksq) == them);
-
- // Find pinned pieces:
- pinned = pos.pinned_pieces(us);
-
- // Generate captures of the checking piece:
-
- // Pawn captures:
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- if(relative_rank(us, checksq) == RANK_8) {
- mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
- mlist[n++].move = make_promotion_move(from, checksq, ROOK);
- mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
- mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
+ Bitboard b, target;
+ Square from, checksq;
+ int checkersCnt = 0;
+ Color us = pos.side_to_move();
+ Square ksq = pos.king_square(us);
+ Bitboard checkers = pos.checkers();
+ Bitboard sliderAttacks = EmptyBoardBB;
+
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
+ assert(checkers);
+
+ // Find squares attacked by slider checkers, we will remove
+ // them from the king evasions set so to early skip known
+ // illegal moves and avoid an useless legality check later.
+ b = checkers;
+ do
+ {
+ checkersCnt++;
+ checksq = pop_1st_bit(&b);
+
+ assert(pos.color_of_piece_on(checksq) == opposite_color(us));
+
+ switch (pos.type_of_piece_on(checksq))
+ {
+ case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
+ case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
+ case QUEEN:
+ // In case of a queen remove also squares attacked in the other direction to
+ // avoid possible illegal moves when queen and king are on adjacent squares.
+ if (direction_is_straight(checksq, ksq))
+ sliderAttacks |= RookPseudoAttacks[checksq] | pos.attacks_from(checksq);
+ else
+ sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from(checksq);
+ default:
+ break;
}
- else
- mlist[n++].move = make_move(from, checksq);
- }
+ } while (b);
+
+ // Generate evasions for king, capture and non capture moves
+ b = pos.attacks_from(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
+ from = ksq;
+ SERIALIZE_MOVES(b);
+
+ // Generate evasions for other pieces only if not double check
+ if (checkersCnt > 1)
+ return mlist;
+
+ // Find squares where a blocking evasion or a capture of the
+ // checker piece is possible.
+ target = squares_between(checksq, ksq) | checkers;
+
+ 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);
+ return generate_piece_moves(pos, mlist, us, target);
+}
- // Knight captures:
- b1 = pos.knight_attacks(checksq) & pos.knights(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
- // Bishop and queen captures:
- b1 = pos.bishop_attacks(checksq) & pos.bishops_and_queens(us)
- & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
+/// 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.
- // Rook and queen captures:
- b1 = pos.rook_attacks(checksq) & pos.rooks_and_queens(us)
- & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
+MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal) {
- // Blocking check evasions are possible only if the checking piece is
- // a slider:
- if(checkers & pos.sliders()) {
- Bitboard blockSquares = squares_between(checksq, ksq);
- assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
-
- // Pawn moves. Because a blocking evasion can never be a capture, we
- // only generate pawn pushes. As so often, the code for pawns is a bit
- // ugly, and uses separate clauses for white and black pawns. :-(
- if(us == WHITE) {
- // Find non-pinned pawns:
- b1 = pos.pawns(WHITE) & ~pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 << 8) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- assert(pos.piece_on(to) == EMPTY);
- if(square_rank(to) == RANK_8) {
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_N, to, KNIGHT);
- }
- else
- mlist[n++].move = make_move(to - DELTA_N, to);
- }
- // Double pawn pushes.
- b2 = (((b1 << 8) & pos.empty_squares() & Rank3BB) << 8) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_4);
- mlist[n++].move = make_move(to - DELTA_N - DELTA_N, to);
- }
- }
- else { // (us == BLACK)
- // Find non-pinned pawns:
- b1 = pos.pawns(BLACK) & ~pinned;
-
- // Single pawn pushes. We don't have to AND with empty squares here,
- // because the blocking squares will always be empty.
- b2 = (b1 >> 8) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- assert(pos.piece_on(to) == EMPTY);
- if(square_rank(to) == RANK_1) {
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, ROOK);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - DELTA_S, to, KNIGHT);
- }
- else
- mlist[n++].move = make_move(to - DELTA_S, to);
- }
- // Double pawn pushes.
- b2 = (((b1 >> 8) & pos.empty_squares() & Rank6BB) >> 8) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- assert(pos.piece_on(to) == EMPTY);
- assert(square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - DELTA_S - DELTA_S, to);
- }
- }
+ assert(pos.is_ok());
- // Knight moves
- b1 = pos.knights(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.knight_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Bishop moves
- b1 = pos.bishops(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.bishop_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Rook moves
- b1 = pos.rooks(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.rook_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
-
- // Queen moves
- b1 = pos.queens(us) & ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
- b2 = pos.queen_attacks(from) & blockSquares;
- while(b2) {
- to = pop_1st_bit(&b2);
- mlist[n++].move = make_move(from, to);
- }
- }
- }
+ MoveStack *last, *cur = mlist;
+ Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- // Finally, the ugly 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.pawns(them))) {
- to = pos.ep_square();
- b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
- assert(b1 != EmptyBoardBB);
- b1 &= ~pinned;
- while(b1) {
- from = pop_1st_bit(&b1);
-
- // Before generating the move, we have to make sure it is legal.
- // This is somewhat tricky, because the two disappearing pawns may
- // cause new "discovered checks". We test this by removing the
- // two relevant bits from the occupied squares bitboard, and using
- // the low-level bitboard functions for bishop and rook attacks.
- b2 = pos.occupied_squares();
- clear_bit(&b2, from);
- clear_bit(&b2, checksq);
- if(((bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
- == EmptyBoardBB) &&
- ((rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))
- == EmptyBoardBB))
- mlist[n++].move = make_ep_move(from, to);
- }
- }
- }
+ // Generate pseudo-legal moves
+ last = pos.is_check() ? generate_evasions(pos, mlist)
+ : generate_non_evasions(pos, mlist);
+ if (pseudoLegal)
+ return last;
- return n;
-}
+ // Remove illegal moves from the list
+ while (cur != last)
+ if (pos.pl_move_is_legal(cur->move, pinned))
+ cur++;
+ else
+ cur->move = (--last)->move;
+ return last;
+}
-/// generate_legal_moves() computes a complete list of legal moves in the
-/// current position. This function is not very fast, and should be used
-/// only in situations where performance is unimportant. It wouldn't be
-/// 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) {
- assert(pos.is_ok());
+/// 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.
- if(pos.is_check())
- return generate_evasions(pos, mlist);
- else {
- int i, n;
- Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
+bool move_is_legal(const Position& pos, const Move m) {
- // Generate pseudo-legal moves:
- n = generate_captures(pos, mlist);
- n += generate_noncaptures(pos, mlist + n);
+ MoveStack mlist[256];
+ MoveStack *cur, *last = generate_moves(pos, mlist, true);
- // Remove illegal moves from the list:
- for(i = 0; i < n; i++) {
- if(!pos.move_is_legal(mlist[i].move, pinned))
- mlist[i--].move = mlist[--n].move;
- }
+ for (cur = mlist; cur != last; cur++)
+ if (cur->move == m)
+ return pos.pl_move_is_legal(m, pos.pinned_pieces(pos.side_to_move()));
- return n;
- }
+ return false;
}
-/// generate_move_if_legal() takes a position and a (not necessarily
-/// pseudo-legal) move and a pinned pieces bitboard as input, and tests
-/// whether the move is legal. If the move is legal, the move itself is
-/// returned. If not, the function returns MOVE_NONE. This function must
-/// only be used when the side to move is not in check.
+/// 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.
-Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
- Color us, them;
- Square from, to;
- Piece pc;
+bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(pos.is_ok());
- assert(!pos.is_check());
assert(move_is_ok(m));
+ assert(pinned == pos.pinned_pieces(pos.side_to_move()));
- us = pos.side_to_move();
- them = opposite_color(us);
- from = move_from(m);
- pc = pos.piece_on(from);
+ 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);
+
+ // Use a slower but simpler function for uncommon cases
+ if (move_is_ep(m) || move_is_castle(m))
+ return move_is_legal(pos, m);
// 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 MOVE_NONE;
-
- to = move_to(m);
-
- // En passant moves:
- if(move_is_ep(m)) {
+ 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)
+ {
+ // 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;
+
+ // The promotion piece, if any, must be valid
+ if (move_promotion_piece(m) > QUEEN || move_promotion_piece(m) == PAWN)
+ 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;
- // The piece must be a pawn:
- if(type_of_piece(pc) != PAWN)
- return MOVE_NONE;
+ case DELTA_N:
+ case DELTA_S:
+ // Pawn push. The destination square must be empty.
+ if (!pos.square_is_empty(to))
+ return false;
+ break;
- // The destination square must be the en passant square:
- if(to != pos.ep_square())
- return MOVE_NONE;
+ 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;
- assert(pos.square_is_empty(to));
- assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
+ 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;
- // The move is pseudo-legal. If it is legal, return it.
- if(pos.move_is_legal(m))
- return m;
- else
- return MOVE_NONE;
+ default:
+ return false;
+ }
+ // The move is pseudo-legal, check if it is also legal
+ return pos.is_check() ? pos.pl_move_is_evasion(m, pinned) : pos.pl_move_is_legal(m, pinned);
}
- // Castling moves:
- else if(move_is_short_castle(m)) {
-
- // The piece must be a king:
- if(type_of_piece(pc) != KING)
- return MOVE_NONE;
-
- // The side to move must still have the right to castle kingside:
- if(!pos.can_castle_kingside(us))
- return MOVE_NONE;
+ // Luckly we can handle all the other pieces in one go
+ return bit_is_set(pos.attacks_from(pc, from), to)
+ && (pos.is_check() ? pos.pl_move_is_evasion(m, pinned) : pos.pl_move_is_legal(m, pinned))
+ && !move_is_promotion(m);
+}
- assert(from == pos.king_square(us));
- assert(to == pos.initial_kr_square(us));
- assert(pos.piece_on(to) == rook_of_color(us));
- Square g1 = relative_square(us, SQ_G1);
- Square f1 = relative_square(us, SQ_F1);
- Square s;
- bool illegal = false;
+namespace {
- 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))
- illegal = true;
- for(s = Min(to, f1); s <= Max(to, f1); s++)
- if(s != from && s != to && !pos.square_is_empty(s))
- illegal = true;
+ template
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- if(!illegal)
- return m;
- else
- return MOVE_NONE;
- }
- else if(move_is_long_castle(m)) {
-
- // The piece must be a king:
- if(type_of_piece(pc) != KING)
- return MOVE_NONE;
-
- // The side to move must still have the right to castle kingside:
- if(!pos.can_castle_queenside(us))
- return MOVE_NONE;
-
- assert(from == pos.king_square(us));
- assert(to == pos.initial_qr_square(us));
- assert(pos.piece_on(to) == rook_of_color(us));
-
- Square c1 = relative_square(us, SQ_C1);
- Square d1 = relative_square(us, SQ_D1);
- Square s;
- bool illegal = false;
-
- 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))
- illegal = true;
- for(s = Min(to, d1); s <= Max(to, d1); s++)
- if(s != from && s != to && !pos.square_is_empty(s))
- illegal = true;
- if(square_file(to) == FILE_B &&
- (pos.piece_on(to + DELTA_W) == rook_of_color(them) ||
- pos.piece_on(to + DELTA_W) == queen_of_color(them)))
- illegal = true;
-
- if(!illegal)
- return m;
- else
- return MOVE_NONE;
+ Bitboard b;
+ Square from;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
+
+ if (*ptr != SQ_NONE)
+ {
+ do {
+ from = *ptr;
+ b = pos.attacks_from(from) & target;
+ SERIALIZE_MOVES(b);
+ } while (*++ptr != SQ_NONE);
+ }
+ return mlist;
}
- // Normal moves
- else {
-
- // The destination square cannot be occupied by a friendly piece:
- if(pos.color_of_piece_on(to) == us)
- return MOVE_NONE;
-
- // Proceed according to the type of the moving piece.
- switch(type_of_piece(pc)) {
-
- case PAWN:
- // Pawn moves, as usual, are somewhat messy.
- if(us == WHITE) {
- // If the destination square is on the 8th rank, the move must be a
- // promotion.
- if(square_rank(to) == RANK_8 && !move_promotion(m))
- return MOVE_NONE;
-
- // Proceed according to the square delta between the source and
- // destionation squares.
- switch(to - from) {
-
- case DELTA_NW: case DELTA_NE:
- // 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 MOVE_NONE;
- break;
-
- case DELTA_N:
- // Pawn push. The destination square must be empty.
- if(!pos.square_is_empty(to))
- return MOVE_NONE;
- break;
+ template<>
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
- case DELTA_NN:
- // Double 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 MOVE_NONE;
- break;
-
- default:
- return MOVE_NONE;
- }
- }
- else { // (us == BLACK)
- // If the destination square is on the 1st rank, the move must be a
- // promotion.
- if(square_rank(to) == RANK_1 && !move_promotion(m))
- return MOVE_NONE;
-
- // Proceed according to the square delta between the source and
- // destionation squares.
- switch(to - from) {
-
- 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 MOVE_NONE;
- break;
-
- case DELTA_S:
- // Pawn push. The destination square must be empty.
- if(!pos.square_is_empty(to))
- return MOVE_NONE;
- break;
-
- case DELTA_SS:
- // Double 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 MOVE_NONE;
- break;
-
- default:
- return MOVE_NONE;
- }
- }
- // The move is pseudo-legal. Return it if it is legal.
- if(pos.move_is_legal(m))
- return m;
- else
- return MOVE_NONE;
- break;
+ Bitboard b;
+ Square from = pos.king_square(us);
- case KNIGHT:
- if(pos.knight_attacks_square(from, to) && pos.move_is_legal(m) &&
- !move_promotion(m))
- return m;
- else
- return MOVE_NONE;
- break;
-
- case BISHOP:
- if(pos.bishop_attacks_square(from, to) && pos.move_is_legal(m) &&
- !move_promotion(m))
- return m;
- else
- return MOVE_NONE;
- break;
-
- case ROOK:
- if(pos.rook_attacks_square(from, to) && pos.move_is_legal(m) &&
- !move_promotion(m))
- return m;
- else
- return MOVE_NONE;
- break;
-
- case QUEEN:
- if(pos.queen_attacks_square(from, to) && pos.move_is_legal(m) &&
- !move_promotion(m))
- return m;
- else
- return MOVE_NONE;
- break;
+ b = pos.attacks_from(from) & target;
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
- case KING:
- if(pos.king_attacks_square(from, to) && pos.move_is_legal(m) &&
- !move_promotion(m))
- return m;
- else
- return MOVE_NONE;
- break;
+ template
+ inline Bitboard move_pawns(Bitboard p) {
- default:
- assert(false);
- }
+ 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(false);
- return MOVE_NONE;
-}
-
+ template
+ inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
-namespace {
+ // 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);
- 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;
+ Square to;
- // Promotions:
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, QUEEN);
+ // Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
+ b1 = move_pawns(pawns) & ~TFileABB & enemyPieces;
+
+ // Capturing promotions and under-promotions
+ if (b1 & TRank8BB)
+ {
+ b2 = b1 & TRank8BB;
+ b1 &= ~TRank8BB;
+ while (b2)
+ {
+ to = pop_1st_bit(&b2);
+
+ if (Type == CAPTURE || Type == EVASION)
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
+
+ if (Type == NON_CAPTURE || Type == EVASION)
+ {
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT);
+ }
+
+ // This is the only possible under promotion that can give a check
+ // not already included in the queen-promotion. It is not sure that
+ // the promoted knight will give check, but it doesn't worth to verify.
+ if (Type == CHECK)
+ (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT);
+ }
}
- // Non-promotions:
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NE, sq);
- }
+ // Serialize standard captures
+ if (Type == CAPTURE || Type == EVASION)
+ SERIALIZE_MOVES_D(b1, -TTDELTA_NE);
- // Captures in the h1-a8 direction:
- b1 = (pawns << 7) & ~FileHBB & enemyPieces;
+ return mlist;
+ }
- // Promotions:
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, QUEEN);
- }
+ template
+ MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) {
- // Non-promotions:
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_NW, sq);
- }
+ // 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_N = (Us == WHITE ? DELTA_N : DELTA_S);
- // 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);
- }
+ Square to;
+ Bitboard b1, b2, enemyPieces, emptySquares;
+ Bitboard pawns = pos.pieces(PAWN, Us);
- // 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());
- }
- }
+ // Standard captures and capturing promotions and underpromotions
+ if (Type == CAPTURE || Type == EVASION || (pawns & TRank7BB))
+ {
+ enemyPieces = (Type == CAPTURE ? target : pos.pieces_of_color(opposite_color(Us)));
- return n;
- }
+ if (Type == EVASION)
+ enemyPieces &= target; // Capture only the checker piece
+ mlist = generate_pawn_captures(mlist, pawns, enemyPieces);
+ mlist = generate_pawn_captures(mlist, pawns, enemyPieces);
+ }
- 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;
+ // Non-capturing promotions and underpromotions
+ if (pawns & TRank7BB)
+ {
+ b1 = move_pawns(pawns) & TRank8BB & pos.empty_squares();
- // Captures in the a8-h1 direction:
- b1 = (pawns >> 7) & ~FileABB & enemyPieces;
+ if (Type == EVASION)
+ b1 &= target; // Only blocking promotion pushes
- // Promotions:
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, QUEEN);
- }
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
- // Non-promotions:
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SE, sq);
- }
+ if (Type == CAPTURE || Type == EVASION)
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
- // Captures in the h8-a1 direction:
- b1 = (pawns >> 9) & ~FileHBB & enemyPieces;
+ if (Type == NON_CAPTURE || Type == EVASION)
+ {
+ (*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);
+ }
- // Promotions:
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, QUEEN);
+ // This is the only possible under promotion that can give a check
+ // not already included in the queen-promotion.
+ if (Type == CHECK && bit_is_set(pos.attacks_from(to), pos.king_square(Them)))
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
+ }
}
- // Non-promotions:
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_SW, sq);
- }
+ // Standard pawn pushes and double pushes
+ if (Type != CAPTURE)
+ {
+ emptySquares = (Type == NON_CAPTURE ? target : pos.empty_squares());
- // 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);
- }
+ // Single and double pawn pushes
+ b1 = move_pawns(pawns) & emptySquares & ~TRank8BB;
+ b2 = move_pawns(b1 & TRank3BB) & emptySquares;
- // 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());
- }
+ // Filter out unwanted pushes according to the move type
+ if (Type == EVASION)
+ {
+ b1 &= target;
+ b2 &= target;
+ }
+ else if (Type == CHECK)
+ {
+ // Pawn moves which give direct cheks
+ b1 &= pos.attacks_from(ksq, Them);
+ b2 &= pos.attacks_from(ksq, Them);
+
+ // 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.
+ if (pawns & target) // For CHECK type target is dc bitboard
+ {
+ Bitboard dc1 = move_pawns(pawns & target & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
+ Bitboard dc2 = move_pawns(dc1 & TRank3BB) & emptySquares;
+
+ b1 |= dc1;
+ b2 |= dc2;
+ }
+ }
+ SERIALIZE_MOVES_D(b1, -TDELTA_N);
+ SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
}
- return n;
- }
-
+ // En passant captures
+ if ((Type == CAPTURE || Type == EVASION) && pos.ep_square() != SQ_NONE)
+ {
+ assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- 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();
- Bitboard b1, b2;
- Square sq;
- int n = 0;
-
- // Underpromotion captures in the a1-h8 direction:
- b1 = (pawns << 9) & ~FileABB & enemyPieces & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_NE, sq, KNIGHT);
- }
+ // 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 == EVASION && !bit_is_set(target, pos.ep_square() - TDELTA_N))
+ return mlist;
- // Underpromotion captures in the h1-a8 direction:
- b1 = (pawns << 7) & ~FileHBB & enemyPieces & Rank8BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_NW, sq, KNIGHT);
- }
+ b1 = pawns & pos.attacks_from(pos.ep_square(), Them);
- // Single pawn pushes:
- b1 = (pawns << 8) & emptySquares;
- b2 = b1 & Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_N, sq, KNIGHT);
- }
- b2 = b1 & ~Rank8BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_N, sq);
- }
+ assert(b1 != EmptyBoardBB);
- // Double pawn pushes:
- b2 = ((b1 & Rank3BB) << 8) & emptySquares;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_N - DELTA_N, sq);
+ while (b1)
+ {
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_ep_move(to, pos.ep_square());
+ }
}
-
- return n;
+ return mlist;
}
+ template
+ MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
- int generate_black_pawn_noncaptures(const Position &pos, MoveStack *mlist) {
- Bitboard pawns = pos.pawns(BLACK);
- Bitboard enemyPieces = pos.pieces_of_color(WHITE);
- Bitboard emptySquares = pos.empty_squares();
- Bitboard b1, b2;
- Square sq;
- int n = 0;
-
- // Underpromotion captures in the a8-h1 direction:
- b1 = (pawns >> 7) & ~FileABB & enemyPieces & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_SE, sq, KNIGHT);
- }
+ assert(Piece != QUEEN);
- // Underpromotion captures in the h8-a1 direction:
- b1 = (pawns >> 9) & ~FileHBB & enemyPieces & Rank1BB;
- while(b1) {
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_SW, sq, KNIGHT);
+ Bitboard b = pos.attacks_from(from) & pos.empty_squares();
+ if (Piece == KING)
+ {
+ Square ksq = pos.king_square(opposite_color(pos.side_to_move()));
+ b &= ~QueenPseudoAttacks[ksq];
}
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
- // Single pawn pushes:
- b1 = (pawns >> 8) & emptySquares;
- b2 = b1 & Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - DELTA_S, sq, KNIGHT);
- }
- b2 = b1 & ~Rank1BB;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_S, sq);
- }
-
- // Double pawn pushes:
- b2 = ((b1 & Rank6BB) >> 8) & emptySquares;
- while(b2) {
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - DELTA_S - DELTA_S, sq);
- }
+ template
+ MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
+ Bitboard dc, Square ksq) {
+ assert(Piece != KING);
- return n;
- }
+ Bitboard checkSqs, b;
+ Square from;
+ const Square* ptr = pos.piece_list_begin(us, Piece);
-
- 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;
- }
+ if ((from = *ptr++) == SQ_NONE)
+ return mlist;
+ checkSqs = pos.attacks_from(ksq) & pos.empty_squares();
- 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;
- }
+ do
+ {
+ if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
+ || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
+ || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
+ continue;
+ if (dc && bit_is_set(dc, from))
+ continue;
- 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;
- }
+ b = pos.attacks_from(from) & checkSqs;
+ SERIALIZE_MOVES(b);
+ } while ((from = *ptr++) != SQ_NONE);
- int generate_queen_moves(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;
+ return mlist;
}
+ template
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
- int generate_king_moves(const Position &pos, MoveStack *mlist,
- Square from, Bitboard target) {
- Square 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);
- }
- return n;
- }
+ Color us = pos.side_to_move();
+ 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);
- int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
- int n = 0;
+ assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
- if(pos.can_castle(us)) {
- Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
- assert(pos.piece_on(ksq) == king_of_color(us));
-
- if(pos.can_castle_kingside(us)) {
- Square rsq = pos.initial_kr_square(us);
- Square g1 = relative_square(us, SQ_G1);
- Square f1 = relative_square(us, SQ_F1);
+ 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;
- assert(pos.piece_on(rsq) == rook_of_color(us));
-
- for(s = Min(ksq, g1); s <= Max(ksq, g1); s++)
- if((s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
- for(s = Min(rsq, f1); s <= Max(rsq, f1); s++)
- if(s != ksq && s != rsq && pos.square_is_occupied(s))
- illegal = true;
-
- if(!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
- }
+ assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
- if(pos.can_castle_queenside(us)) {
- Square rsq = pos.initial_qr_square(us);
- Square c1 = relative_square(us, SQ_C1);
- Square d1 = relative_square(us, SQ_D1);
- Square s;
- bool illegal = false;
+ // 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;
- assert(pos.piece_on(rsq) == rook_of_color(us));
+ for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
+ if (s != ksq && s != rsq && pos.square_is_occupied(s))
+ illegal = true;
- for(s = Min(ksq, c1); s <= Max(ksq, c1); s++)
- if((s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.square_is_attacked(s, them))
- illegal = true;
- for(s = Min(rsq, d1); s <= Max(rsq, d1); s++)
- if(s != ksq && s != rsq && pos.square_is_occupied(s))
+ 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;
- if(square_file(rsq) == FILE_B &&
- (pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them) ||
- pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them)))
- illegal = true;
-
- if(!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
- }
- }
- return n;
+ if (!illegal)
+ (*mlist++).move = make_castle_move(ksq, rsq);
+ }
+ return mlist;
}
-
}