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.
-
+
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 <http://www.gnu.org/licenses/>.
*/
#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))
////
//// Local definitions
namespace {
- struct PawnParams {
- Bitboard Rank3BB, Rank8BB;
- Rank RANK_8;
- SquareDelta DELTA_N, DELTA_NE, DELTA_NW;
- Color us, them;
- };
- const PawnParams WhitePawnParams = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK };
- const PawnParams BlackPawnParams = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE };
-
- int generate_castle_moves(const Position&, MoveStack*, Color);
+ // Function
+ MoveStack* generate_castle_moves(const Position&, MoveStack*);
+
+ // Template generate_pawn_captures() with specializations
+ template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist);
template<Color>
- int generate_pawn_captures(const Position&, MoveStack*);
+ inline MoveStack* generate_pawn_captures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_captures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+
+ // Template generate_pawn_noncaptures() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
template<Color>
- int generate_pawn_noncaptures(const Position&, MoveStack*);
-
+ inline MoveStack* generate_pawn_noncaptures(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_noncaptures<BLACK>(const Position& p, MoveStack* m) {
+ return do_generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m);
+ }
+
+ // Template generate_pawn_blocking_evasions() with specializations
+ template<Color Us, Rank, Bitboard, SquareDelta>
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist);
template<Color>
- int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int);
+ inline MoveStack* generate_pawn_blocking_evasions(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, np, bs, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_blocking_evasions<BLACK>(const Position& p, Bitboard np, Bitboard bs, MoveStack* m) {
+ return do_generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, np, bs, m);
+ }
+
+ // Template generate_pawn_checks() with specializations
+ template<Color, Color, Bitboard, Bitboard, SquareDelta>
+ MoveStack* do_generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
template<Color>
- int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
+ inline MoveStack* generate_pawn_checks(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
+ }
+ template<>
+ inline MoveStack* generate_pawn_checks<BLACK>(const Position& p, Bitboard dc, Square ksq, MoveStack* m) {
+ return do_generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
+ }
+ // non-pawn templates
template<PieceType>
- int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
+ MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
+ template<>
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target);
template<PieceType>
- int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int);
+ MoveStack* generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*);
+ MoveStack* generate_piece_checks_king(const Position&, Square, Bitboard, Square, MoveStack*);
template<PieceType>
- int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int);
-
-
- /// Templates with specializations are defined here to avoid lookup issues
-
- template<PieceType Piece>
- int generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
- // Discovered checks
- Bitboard b = target & dc;
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- // Direct checks
- b = target & ~dc;
- Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
- while (b)
- {
- Square from = pop_1st_bit(&b);
- Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
- }
- return n;
- }
-
-
- template<> // Special case the King
- int generate_piece_checks<KING>(const Position& pos, Bitboard, Bitboard dc,
- Square ksq, MoveStack* mlist, int n) {
- if (bit_is_set(dc, ksq))
- {
- Bitboard bb = pos.piece_attacks<KING>(ksq)
- & pos.empty_squares()
- & ~QueenPseudoAttacks[ksq];
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(ksq, to);
- }
- }
- return n;
- }
+ MoveStack* generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
}
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
- int n;
+ MoveStack* mlist_start = mlist;
if (us == WHITE)
- n = generate_pawn_captures<WHITE>(pos, mlist);
+ mlist = generate_pawn_captures<WHITE>(pos, mlist);
else
- n = generate_pawn_captures<BLACK>(pos, mlist);
-
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
- return n;
+ mlist = generate_pawn_captures<BLACK>(pos, mlist);
+
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ return int(mlist - mlist_start);
}
-/// generate_noncaptures() generates all pseudo-legal non-captures and
+/// generate_noncaptures() generates all pseudo-legal non-captures and
/// underpromotions. The return value is the number of moves generated.
-int generate_noncaptures(const Position& pos, MoveStack *mlist) {
+int generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.empty_squares();
- int n;
+ MoveStack* mlist_start = mlist;
if (us == WHITE)
- n = generate_pawn_noncaptures<WHITE>(pos, mlist);
+ mlist = generate_pawn_noncaptures<WHITE>(pos, mlist);
else
- n = generate_pawn_noncaptures<BLACK>(pos, mlist);
-
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
-
- n += generate_castle_moves(pos, mlist+n, us);
- return n;
+ mlist = generate_pawn_noncaptures<BLACK>(pos, mlist);
+
+ mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
+ mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
+ mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
+ mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
+ mlist = generate_piece_moves<KING>(pos, mlist, us, target);
+ mlist = generate_castle_moves(pos, mlist);
+ return int(mlist - mlist_start);
}
/// 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.
+/// number of generated moves.
int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
assert(pos.is_ok());
assert(!pos.is_check());
- int n;
Color us = pos.side_to_move();
Square ksq = pos.king_square(opposite_color(us));
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
dc = pos.discovered_check_candidates(us);
// Pawn moves
- if (us == WHITE)
- n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist, 0);
+ if (us == WHITE)
+ mlist = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
else
- n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist, 0);
+ mlist = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
// Pieces moves
Bitboard b = pos.knights(us);
if (b)
- n = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist, n);
+ mlist = generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist);
b = pos.bishops(us);
if (b)
- n = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist, n);
+ mlist = generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist);
b = pos.rooks(us);
if (b)
- n = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist, n);
+ mlist = generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist);
b = pos.queens(us);
if (b)
- n = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist, n);
+ mlist = generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist);
// Hopefully we always have a king ;-)
- n = generate_piece_checks<KING>(pos, b, dc, pos.king_square(us), mlist, n);
+ mlist = generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist);
// TODO: Castling moves!
-
- return n;
+
+ return int(mlist - mlist_start);
}
assert(pos.is_ok());
assert(pos.is_check());
+ Square from, to;
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
- Square from, to;
- int n = 0;
+ MoveStack* mlist_start = mlist;
assert(pos.piece_on(ksq) == king_of_color(us));
-
+
// Generate evasions for king
Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
Bitboard b2 = pos.occupied_squares();
while (b1)
{
- Square to = pop_1st_bit(&b1);
+ to = pop_1st_bit(&b1);
- // Make sure to is not attacked by the other side. This is a bit ugly,
+ // 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 (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
- || (pos.pawn_attacks(us, to) & pos.pawns(them))
- || (pos.piece_attacks<KING>(to) & pos.kings(them))))
+ if (!( (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
+ || (pos.pawn_attacks(us, to) & pos.pawns(them))
+ || (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
+ || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
+ || (pos.piece_attacks<KING>(to) & pos.kings(them))))
- mlist[n++].move = make_move(ksq, to);
+ (*mlist++).move = make_move(ksq, to);
}
// Generate evasions for other pieces only if not double check. We use a
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);
+ (*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[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Pieces captures
while (b1)
{
from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
+ (*mlist++).move = make_move(from, checksq);
}
// Blocking check evasions are possible only if the checking piece is
// Pawn moves. Because a blocking evasion can never be a capture, we
// only generate pawn pushes.
if (us == WHITE)
- n = generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist, n);
+ generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist);
else
- n = generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist, n);
+ generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist);
// Pieces moves
b1 = pos.knights(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist, n);
+ generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist);
b1 = pos.bishops(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist, n);
+ generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist);
b1 = pos.rooks(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist, n);
+ generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist);
b1 = pos.queens(us) & not_pinned;
if (b1)
- n = generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist, n);
+ generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist);
}
// Finally, the ugly special case of en passant captures. An en passant
b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
assert(b1 != EmptyBoardBB);
-
+
b1 &= not_pinned;
while (b1)
{
clear_bit(&b2, checksq);
if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them))
||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them))))
-
- mlist[n++].move = make_ep_move(from, to);
+
+ (*mlist++).move = make_ep_move(from, to);
}
}
}
- return n;
+ return int(mlist - mlist_start);
}
if (pos.is_check())
return generate_evasions(pos, mlist);
- // Generate pseudo-legal moves:
+ // Generate pseudo-legal moves
int n = generate_captures(pos, mlist);
n += generate_noncaptures(pos, mlist + n);
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
- // Remove illegal moves from the list:
+ // Remove illegal moves from the list
for (int i = 0; i < n; i++)
- if (!pos.move_is_legal(mlist[i].move, pinned))
+ if (!pos.pl_move_is_legal(mlist[i].move, pinned))
mlist[i--].move = mlist[--n].move;
return n;
}
-/// 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
+/// move_is_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 false. This function must
/// only be used when the side to move is not in check.
-Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) {
+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()));
Color us = pos.side_to_move();
Color them = opposite_color(us);
// 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;
+ return false;
Square to = move_to(m);
// en passant square.
if ( type_of_piece(pc) != PAWN
|| to != pos.ep_square())
- return MOVE_NONE;
+ return false;
assert(pos.square_is_empty(to));
assert(pos.piece_on(to - pawn_push(us)) == pawn_of_color(them));
- // The move is pseudo-legal. If it is legal, return it.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Castling moves
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_kingside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_kr_square(us));
if (s != from && s != to && !pos.square_is_empty(s))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
if (move_is_long_castle(m))
// the right to castle kingside.
if ( type_of_piece(pc) != KING
||!pos.can_castle_queenside(us))
- return MOVE_NONE;
+ return false;
assert(from == pos.king_square(us));
assert(to == pos.initial_qr_square(us));
|| pos.piece_on(to + DELTA_W) == queen_of_color(them)))
illegal = true;
- return (!illegal ? m : MOVE_NONE);
+ return !illegal;
}
// Normal moves
// The destination square cannot be occupied by a friendly piece
if (pos.color_of_piece_on(to) == us)
- return MOVE_NONE;
+ return false;
// Proceed according to the type of the moving piece.
if (type_of_piece(pc) == PAWN)
- {
+ {
// If the destination square is on the 8/1th rank, the move must
// be a promotion.
if ( ( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE))
&& !move_promotion(m))
- return MOVE_NONE;
+ return false;
// Proceed according to the square delta between the source and
// destionation squares.
// 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;
+ return false;
break;
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!pos.square_is_empty(to))
- return MOVE_NONE;
+ return false;
break;
case DELTA_NN:
if ( square_rank(to) != RANK_4
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_N))
- return MOVE_NONE;
+ return false;
break;
case DELTA_SS:
if ( square_rank(to) != RANK_5
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_S))
- return MOVE_NONE;
+ return false;
break;
default:
- return MOVE_NONE;
+ return false;
}
- // The move is pseudo-legal. Return it if it is legal.
- return (pos.move_is_legal(m) ? m : MOVE_NONE);
+ // The move is pseudo-legal, check if it is also legal
+ return pos.pl_move_is_legal(m, pinned);
}
// Luckly we can handle all the other pieces in one go
return ( pos.piece_attacks_square(from, to)
- && pos.move_is_legal(m)
- && !move_promotion(m) ? m : MOVE_NONE);
+ && pos.pl_move_is_legal(m, pinned)
+ && !move_promotion(m));
}
namespace {
template<PieceType Piece>
- int generate_piece_moves(const Position &pos, MoveStack *mlist,
- Color side, Bitboard target) {
- int n = 0;
- for (int i = 0; i < pos.piece_count(side, Piece); i++)
+ MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Square from;
+ Bitboard b;
+
+ for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
{
- Square from = pos.piece_list(side, Piece, i);
- Bitboard b = pos.piece_attacks<Piece>(from) & target;
- while (b)
- {
- Square to = pop_1st_bit(&b);
- mlist[n++].move = make_move(from, to);
- }
+ from = pos.piece_list(us, Piece, i);
+ b = pos.piece_attacks<Piece>(from) & target;
+ SERIALIZE_MOVES(b);
}
- return n;
+ return mlist;
}
+ template<>
+ MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
+
+ Bitboard b;
+ Square from = pos.king_square(us);
+
+ b = pos.piece_attacks<KING>(from) & target;
+ SERIALIZE_MOVES(b);
+ return mlist;
+ }
template<PieceType Piece>
- int generate_piece_blocking_evasions(const Position& pos, Bitboard b,
- Bitboard blockSquares, MoveStack* mlist, int n) {
+ MoveStack* generate_piece_blocking_evasions(const Position& pos, Bitboard b,
+ Bitboard blockSquares, MoveStack* mlist) {
while (b)
{
Square from = pop_1st_bit(&b);
Bitboard bb = pos.piece_attacks<Piece>(from) & blockSquares;
- while (bb)
- {
- Square to = pop_1st_bit(&bb);
- mlist[n++].move = make_move(from, to);
- }
+ SERIALIZE_MOVES(bb);
}
- return n;
+ return mlist;
}
- template<Color C>
- int generate_pawn_captures(const Position& pos, MoveStack* mlist) {
+ template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
+ SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ MoveStack* do_generate_pawn_captures(const Position& pos, MoveStack* mlist) {
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
- Square sq;
- int n = 0;
+ Square to;
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
// Captures in the a1-h8 (a8-h1 for black) direction
- Bitboard b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
+ Bitboard b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces;
// Capturing promotions
- Bitboard b2 = b1 & PP.Rank8BB;
+ Bitboard b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, QUEEN);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NE, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_NE, to);
}
// Captures in the h1-a8 (h8-a1 for black) direction
- b1 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces;
// Capturing promotions
- b2 = b1 & PP.Rank8BB;
+ b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, QUEEN);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
}
// Capturing non-promotions
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_NW, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_NW, to);
}
// Non-capturing promotions
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & pos.empty_squares() & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, QUEEN);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
}
// En passant captures
if (pos.ep_square() != SQ_NONE)
{
- assert(PP.us != WHITE || square_rank(pos.ep_square()) == RANK_6);
- assert(PP.us != BLACK || square_rank(pos.ep_square()) == RANK_3);
+ assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
+ assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
- b1 = pawns & pos.pawn_attacks(PP.them, pos.ep_square());
+ b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
assert(b1 != EmptyBoardBB);
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_ep_move(sq, pos.ep_square());
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_ep_move(to, pos.ep_square());
}
}
- return n;
+ return mlist;
}
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
+ SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
+ >
+ MoveStack* do_generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
- template<Color C>
- int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
-
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
- Bitboard pawns = pos.pawns(PP.us);
- Bitboard enemyPieces = pos.pieces_of_color(PP.them);
+ Bitboard pawns = pos.pawns(Us);
+ Bitboard enemyPieces = pos.pieces_of_color(Them);
Bitboard emptySquares = pos.empty_squares();
Bitboard b1, b2;
- Square sq;
- int n = 0;
+ Square to;
// Underpromotion captures in the a1-h8 (a8-h1 for black) direction
- b1 = (C == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 9 : pawns >> 7) & ~FileABB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NE, sq, KNIGHT);
+ 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 = (C == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 7 : pawns >> 9) & ~FileHBB & enemyPieces & TRank8BB;
while (b1)
{
- sq = pop_1st_bit(&b1);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_NW, sq, KNIGHT);
+ to = pop_1st_bit(&b1);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
}
// Single pawn pushes
- b1 = (C == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
- b2 = b1 & PP.Rank8BB;
+ b1 = (Us == WHITE ? pawns << 8 : pawns >> 8) & emptySquares;
+ b2 = b1 & TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, ROOK);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, BISHOP);
- mlist[n++].move = make_promotion_move(sq - PP.DELTA_N, sq, KNIGHT);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
- b2 = b1 & ~PP.Rank8BB;
+ b2 = b1 & ~TRank8BB;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? (b1 & PP.Rank3BB) << 8 : (b1 & PP.Rank3BB) >> 8) & emptySquares;
+ b2 = (Us == WHITE ? (b1 & TRank3BB) << 8 : (b1 & TRank3BB) >> 8) & emptySquares;
while (b2)
{
- sq = pop_1st_bit(&b2);
- mlist[n++].move = make_move(sq - PP.DELTA_N - PP.DELTA_N, sq);
+ to = pop_1st_bit(&b2);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
- template<Color C>
- int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n)
+ template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ MoveStack* do_generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
{
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
-
- // 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
+ // 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.
Bitboard empty = pos.empty_squares();
// Find all friendly pawns not on the enemy king's file
- Bitboard b1 = pos.pawns(pos.side_to_move()) & ~file_bb(ksq), b2, b3;
+ Bitboard b1 = pos.pawns(Us) & ~file_bb(ksq), b2, b3;
// Discovered checks, single pawn pushes
- b2 = b3 = (C == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~PP.Rank8BB & empty;
+ b2 = b3 = (Us == WHITE ? (b1 & dc) << 8 : (b1 & dc) >> 8) & ~TRank8BB & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Discovered checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8) & empty;
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8) & empty;
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
// Direct checks. These are possible only for pawns on neighboring files
b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ??
// Direct checks, single pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & empty;
- b3 = b2 & pos.pawn_attacks(PP.them, ksq);
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & empty;
+ b3 = b2 & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Direct checks, double pawn pushes
- b3 = (C == WHITE ? (b2 & PP.Rank3BB) << 8 : (b2 & PP.Rank3BB) >> 8)
+ b3 = (Us == WHITE ? (b2 & TRank3BB) << 8 : (b2 & TRank3BB) >> 8)
& empty
- & pos.pawn_attacks(PP.them, ksq);
+ & pos.pawn_attacks(Them, ksq);
while (b3)
{
Square to = pop_1st_bit(&b3);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
+ }
+ return mlist;
+ }
+
+ template<PieceType Piece>
+ MoveStack* generate_piece_checks(const Position& pos, Bitboard target, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
+ // Discovered checks
+ Bitboard b = target & dc;
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
+ SERIALIZE_MOVES(bb);
+ }
+ // Direct checks
+ b = target & ~dc;
+ Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
+ while (b)
+ {
+ Square from = pop_1st_bit(&b);
+ Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
+ SERIALIZE_MOVES(bb);
}
- return n;
+ return mlist;
}
+ MoveStack* generate_piece_checks_king(const Position& pos, Square from, Bitboard dc,
+ Square ksq, MoveStack* mlist) {
+ if (bit_is_set(dc, from))
+ {
+ Bitboard b = pos.piece_attacks<KING>(from)
+ & pos.empty_squares()
+ & ~QueenPseudoAttacks[ksq];
+ SERIALIZE_MOVES(b);
+ }
+ return mlist;
+ }
- template<Color C>
- int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
- Bitboard blockSquares, MoveStack* mlist, int n) {
- static const PawnParams PP = (C == WHITE ? WhitePawnParams : BlackPawnParams);
+ template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
+ MoveStack* do_generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned,
+ Bitboard blockSquares, MoveStack* mlist) {
+ Square to;
// Find non-pinned pawns
- Bitboard b1 = pos.pawns(PP.us) & not_pinned;
+ Bitboard b1 = pos.pawns(Us) & not_pinned;
// Single pawn pushes. We don't have to AND with empty squares here,
// because the blocking squares will always be empty.
- Bitboard b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
+ Bitboard b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & blockSquares;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- if (square_rank(to) == PP.RANK_8)
+ if (square_rank(to) == TRANK_8)
{
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, QUEEN);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, ROOK);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, BISHOP);
- mlist[n++].move = make_promotion_move(to - PP.DELTA_N, to, KNIGHT);
+ (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
+ (*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);
} else
- mlist[n++].move = make_move(to - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N, to);
}
// Double pawn pushes
- b2 = (C == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & PP.Rank3BB;
- b2 = (C == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
+ b2 = (Us == WHITE ? b1 << 8 : b1 >> 8) & pos.empty_squares() & TRank3BB;
+ b2 = (Us == WHITE ? b2 << 8 : b2 >> 8) & blockSquares;;
while (b2)
{
- Square to = pop_1st_bit(&b2);
+ to = pop_1st_bit(&b2);
assert(pos.piece_on(to) == EMPTY);
- assert(PP.us != WHITE || square_rank(to) == RANK_4);
- assert(PP.us != BLACK || square_rank(to) == RANK_5);
+ assert(Us != WHITE || square_rank(to) == RANK_4);
+ assert(Us != BLACK || square_rank(to) == RANK_5);
- mlist[n++].move = make_move(to - PP.DELTA_N - PP.DELTA_N, to);
+ (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
}
- return n;
+ return mlist;
}
- int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) {
+ MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
- int n = 0;
+ Color us = pos.side_to_move();
if (pos.can_castle(us))
{
Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
+ Square ksq = pos.king_square(us);
assert(pos.piece_on(ksq) == king_of_color(us));
illegal = true;
if (!illegal)
- mlist[n++].move = make_castle_move(ksq, rsq);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
if (pos.can_castle_queenside(us))
Square c1 = relative_square(us, SQ_C1);
Square d1 = relative_square(us, SQ_D1);
Square s;
- bool illegal = false;
+ bool illegal = false;
assert(pos.piece_on(rsq) == rook_of_color(us));
&& ( 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);
+ (*mlist++).move = make_castle_move(ksq, rsq);
}
}
- return n;
+ return mlist;
}
+
}
fen += (char)skip + '0';
skip = 0;
}
- fen += pieceLetters[piece_on(sq)];
+ fen += pieceLetters[piece_on(sq)];
}
if (skip > 0)
fen += (char)skip + '0';
/// Position::copy() creates a copy of the input position.
void Position::copy(const Position &pos) {
+
memcpy(this, &pos, sizeof(Position));
}
/// Position:pinned_pieces() returns a bitboard of all pinned (against the
/// king) pieces for the given color.
-
Bitboard Position::pinned_pieces(Color c) const {
- Bitboard b1, b2, pinned, pinners, sliders;
- Square ksq = king_square(c), s;
- Color them = opposite_color(c);
-
- pinned = EmptyBoardBB;
- b1 = occupied_squares();
-
- sliders = rooks_and_queens(them) & ~checkers();
- if(sliders & RookPseudoAttacks[ksq]) {
- b2 = piece_attacks<ROOK>(ksq) & pieces_of_color(c);
- pinners = rook_attacks_bb(ksq, b1 ^ b2) & sliders;
- while(pinners) {
- s = pop_1st_bit(&pinners);
- pinned |= (squares_between(s, ksq) & b2);
- }
- }
-
- sliders = bishops_and_queens(them) & ~checkers();
- if(sliders & BishopPseudoAttacks[ksq]) {
- b2 = piece_attacks<BISHOP>(ksq) & pieces_of_color(c);
- pinners = bishop_attacks_bb(ksq, b1 ^ b2) & sliders;
- while(pinners) {
- s = pop_1st_bit(&pinners);
- pinned |= (squares_between(s, ksq) & b2);
- }
- }
- return pinned;
+ Square ksq = king_square(c);
+ return hidden_checks<ROOK, true>(c, ksq) | hidden_checks<BISHOP, true>(c, ksq);
}
+
/// Position:discovered_check_candidates() returns a bitboard containing all
/// pieces for the given side which are candidates for giving a discovered
/// check. The code is almost the same as the function for finding pinned
/// pieces.
Bitboard Position::discovered_check_candidates(Color c) const {
- Bitboard b1, b2, dc, checkers, sliders;
- Square ksq = king_square(opposite_color(c)), s;
-
- dc = EmptyBoardBB;
- b1 = occupied_squares();
-
- sliders = rooks_and_queens(c);
- if(sliders & RookPseudoAttacks[ksq]) {
- b2 = piece_attacks<ROOK>(ksq) & pieces_of_color(c);
- checkers = rook_attacks_bb(ksq, b1 ^ b2) & sliders;
- while(checkers) {
- s = pop_1st_bit(&checkers);
- dc |= (squares_between(s, ksq) & b2);
- }
- }
- sliders = bishops_and_queens(c);
- if(sliders & BishopPseudoAttacks[ksq]) {
- b2 = piece_attacks<BISHOP>(ksq) & pieces_of_color(c);
- checkers = bishop_attacks_bb(ksq, b1 ^ b2) & sliders;
- while(checkers) {
- s = pop_1st_bit(&checkers);
- dc |= (squares_between(s, ksq) & b2);
- }
- }
+ Square ksq = king_square(opposite_color(c));
+ return hidden_checks<ROOK, false>(c, ksq) | hidden_checks<BISHOP, false>(c, ksq);
+}
+
+
+/// Position:hidden_checks<>() returns a bitboard of all pinned (against the
+/// king) pieces for the given color and for the given pinner type. Or, when
+/// template parameter FindPinned is false, the pinned pieces of opposite color
+/// that are, indeed, the pieces candidate for a discovery check.
+template<PieceType Piece, bool FindPinned>
+Bitboard Position::hidden_checks(Color c, Square ksq) const {
+
+ Square s;
+ Bitboard sliders, result = EmptyBoardBB;
+
+ if (Piece == ROOK) // Resolved at compile time
+ sliders = rooks_and_queens(FindPinned ? opposite_color(c) : c) & RookPseudoAttacks[ksq];
+ else
+ sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq];
+
+ if (sliders && (!FindPinned || (sliders & ~checkersBB)))
+ {
+ // King blockers are candidate pinned pieces
+ Bitboard candidate_pinned = piece_attacks<Piece>(ksq) & pieces_of_color(c);
+
+ // Pinners are sliders, not checkers, that give check when
+ // candidate pinned are removed.
+ Bitboard pinners = (FindPinned ? sliders & ~checkersBB : sliders);
+
+ if (Piece == ROOK)
+ pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
+ else
+ pinners &= bishop_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
- return dc;
+ // Finally for each pinner find the corresponding pinned piece (if same color of king)
+ // or discovery checker (if opposite color) among the candidates.
+ while (pinners)
+ {
+ s = pop_1st_bit(&pinners);
+ result |= (squares_between(s, ksq) & candidate_pinned);
+ }
+ }
+ return result;
}
/// given square.
bool Position::square_is_attacked(Square s, Color c) const {
- return
- (pawn_attacks(opposite_color(c), s) & pawns(c)) ||
- (piece_attacks<KNIGHT>(s) & knights(c)) ||
- (piece_attacks<KING>(s) & kings(c)) ||
- (piece_attacks<ROOK>(s) & rooks_and_queens(c)) ||
- (piece_attacks<BISHOP>(s) & bishops_and_queens(c));
+
+ return (pawn_attacks(opposite_color(c), s) & pawns(c))
+ || (piece_attacks<KNIGHT>(s) & knights(c))
+ || (piece_attacks<KING>(s) & kings(c))
+ || (piece_attacks<ROOK>(s) & rooks_and_queens(c))
+ || (piece_attacks<BISHOP>(s) & bishops_and_queens(c));
}
/// attackers for one side.
Bitboard Position::attacks_to(Square s) const {
- return
- (pawn_attacks(BLACK, s) & pawns(WHITE)) |
- (pawn_attacks(WHITE, s) & pawns(BLACK)) |
- (piece_attacks<KNIGHT>(s) & pieces_of_type(KNIGHT)) |
- (piece_attacks<ROOK>(s) & rooks_and_queens()) |
- (piece_attacks<BISHOP>(s) & bishops_and_queens()) |
- (piece_attacks<KING>(s) & pieces_of_type(KING));
+
+ return (pawn_attacks(BLACK, s) & pawns(WHITE))
+ | (pawn_attacks(WHITE, s) & pawns(BLACK))
+ | (piece_attacks<KNIGHT>(s) & pieces_of_type(KNIGHT))
+ | (piece_attacks<ROOK>(s) & rooks_and_queens())
+ | (piece_attacks<BISHOP>(s) & bishops_and_queens())
+ | (piece_attacks<KING>(s) & pieces_of_type(KING));
}
Bitboard Position::attacks_to(Square s, Color c) const {
+
return attacks_to(s) & pieces_of_color(c);
}
/// attacks square t.
bool Position::piece_attacks_square(Square f, Square t) const {
+
assert(square_is_ok(f));
assert(square_is_ok(t));
- switch(piece_on(f)) {
- case WP: return pawn_attacks_square(WHITE, f, t);
- case BP: return pawn_attacks_square(BLACK, f, t);
+ switch (piece_on(f))
+ {
+ case WP: return pawn_attacks_square(WHITE, f, t);
+ case BP: return pawn_attacks_square(BLACK, f, t);
case WN: case BN: return piece_attacks_square<KNIGHT>(f, t);
case WB: case BB: return piece_attacks_square<BISHOP>(f, t);
case WR: case BR: return piece_attacks_square<ROOK>(f, t);
case WQ: case BQ: return piece_attacks_square<QUEEN>(f, t);
case WK: case BK: return piece_attacks_square<KING>(f, t);
- default: return false;
}
+ return false;
+}
+
+
+/// Position::move_attacks_square() tests whether a move from the current
+/// position attacks a given square. Only attacks by the moving piece are
+/// considered; the function does not handle X-ray attacks.
+
+bool Position::move_attacks_square(Move m, Square s) const {
+
+ assert(move_is_ok(m));
+ assert(square_is_ok(s));
+
+ Square f = move_from(m), t = move_to(m);
+ assert(square_is_occupied(f));
+
+ switch (piece_on(f))
+ {
+ case WP: return pawn_attacks_square(WHITE, t, s);
+ case BP: return pawn_attacks_square(BLACK, t, s);
+ case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
+ case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
+ case WR: case BR: return piece_attacks_square<ROOK>(t, s);
+ case WQ: case BQ: return piece_attacks_square<QUEEN>(t, s);
+ case WK: case BK: return piece_attacks_square<KING>(t, s);
+ default: assert(false);
+ }
return false;
}
/// played, like in non-bitboard versions of Glaurung.
void Position::find_checkers() {
- checkersBB = attacks_to(king_square(side_to_move()),
- opposite_color(side_to_move()));
+
+ checkersBB = attacks_to(king_square(side_to_move()),opposite_color(side_to_move()));
}
-/// Position::move_is_legal() tests whether a pseudo-legal move is legal.
+/// Position::pl_move_is_legal() tests whether a pseudo-legal move is legal.
/// There are two versions of this function: One which takes only a
/// move as input, and one which takes a move and a bitboard of pinned
-/// pieces. The latter function is faster, and should always be preferred
+/// pieces. The latter function is faster, and should always be preferred
/// when a pinned piece bitboard has already been computed.
-bool Position::move_is_legal(Move m) const {
- return move_is_legal(m, pinned_pieces(side_to_move()));
+bool Position::pl_move_is_legal(Move m) const {
+
+ return pl_move_is_legal(m, pinned_pieces(side_to_move()));
}
+bool Position::pl_move_is_legal(Move m, Bitboard pinned) const {
-bool Position::move_is_legal(Move m, Bitboard pinned) const {
Color us, them;
Square ksq, from;
// If we're in check, all pseudo-legal moves are legal, because our
// check evasion generator only generates true legal moves.
- if(is_check()) return true;
+ if (is_check())
+ return true;
// Castling moves are checked for legality during move generation.
- if(move_is_castle(m)) return true;
+ if (move_is_castle(m))
+ return true;
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
ksq = king_square(us);
// En passant captures are a tricky special case. Because they are
// rather uncommon, we do it simply by testing whether the king is attacked
- // after the move is made:
- if(move_is_ep(m)) {
- Square to = move_to(m);
- Square capsq = make_square(square_file(to), square_rank(from));
- Bitboard b = occupied_squares();
-
- assert(to == ep_square());
- assert(piece_on(from) == pawn_of_color(us));
- assert(piece_on(capsq) == pawn_of_color(them));
- assert(piece_on(to) == EMPTY);
-
- clear_bit(&b, from); clear_bit(&b, capsq); set_bit(&b, to);
- return
- (!(rook_attacks_bb(ksq, b) & rooks_and_queens(them)) &&
- !(bishop_attacks_bb(ksq, b) & bishops_and_queens(them)));
+ // after the move is made
+ if (move_is_ep(m))
+ {
+ Square to = move_to(m);
+ Square capsq = make_square(square_file(to), square_rank(from));
+ Bitboard b = occupied_squares();
+
+ assert(to == ep_square());
+ assert(piece_on(from) == pawn_of_color(us));
+ assert(piece_on(capsq) == pawn_of_color(them));
+ assert(piece_on(to) == EMPTY);
+
+ clear_bit(&b, from);
+ clear_bit(&b, capsq);
+ set_bit(&b, to);
+
+ return !(rook_attacks_bb(ksq, b) & rooks_and_queens(them))
+ && !(bishop_attacks_bb(ksq, b) & bishops_and_queens(them));
}
// If the moving piece is a king, check whether the destination
// square is attacked by the opponent.
- if(from == ksq) return !(square_is_attacked(move_to(m), them));
+ if (from == ksq)
+ return !(square_is_attacked(move_to(m), them));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- if(!bit_is_set(pinned, from)) return true;
- if(direction_between_squares(from, ksq) ==
- direction_between_squares(move_to(m), ksq))
- return true;
+ if ( !bit_is_set(pinned, from)
+ || (direction_between_squares(from, ksq) == direction_between_squares(move_to(m), ksq)))
+ return true;
return false;
}
/// when a discovered check candidates bitboard has already been computed.
bool Position::move_is_check(Move m) const {
+
Bitboard dc = discovered_check_candidates(side_to_move());
return move_is_check(m, dc);
}
-
bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
+
Color us, them;
Square ksq, from, to;
assert(is_ok());
assert(move_is_ok(m));
- assert(dcCandidates ==
- discovered_check_candidates(side_to_move()));
+ assert(dcCandidates == discovered_check_candidates(side_to_move()));
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
to = move_to(m);
ksq = king_square(them);
+
assert(color_of_piece_on(from) == us);
assert(piece_on(ksq) == king_of_color(them));
- // Proceed according to the type of the moving piece:
- switch(type_of_piece_on(from)) {
+ // Proceed according to the type of the moving piece
+ switch (type_of_piece_on(from))
+ {
case PAWN:
- // Normal check?
- if(bit_is_set(pawn_attacks(them, ksq), to))
- return true;
- // Discovered check?
- else if(bit_is_set(dcCandidates, from) &&
- direction_between_squares(from, ksq) !=
- direction_between_squares(to, ksq))
- return true;
- // Promotion with check?
- else if(move_promotion(m)) {
- Bitboard b = occupied_squares();
- clear_bit(&b, from);
- switch(move_promotion(m)) {
- case KNIGHT:
- return piece_attacks_square<KNIGHT>(to, ksq);
- case BISHOP:
- return bit_is_set(bishop_attacks_bb(to, b), ksq);
- case ROOK:
- return bit_is_set(rook_attacks_bb(to, b), ksq);
- case QUEEN:
- return bit_is_set(queen_attacks_bb(to, b), ksq);
- default:
- assert(false);
- }
- }
- // En passant capture with check? We have already handled the case
- // of direct checks and ordinary discovered check, the only case we
- // need to handle is the unusual case of a discovered check through the
- // captured pawn.
- else if(move_is_ep(m)) {
- Square capsq = make_square(square_file(to), square_rank(from));
- Bitboard b = occupied_squares();
+ if (bit_is_set(pawn_attacks(them, ksq), to)) // Normal check?
+ return true;
- clear_bit(&b, from); clear_bit(&b, capsq); set_bit(&b, to);
- return
- ((rook_attacks_bb(ksq, b) & rooks_and_queens(us)) ||
- (bishop_attacks_bb(ksq, b) & bishops_and_queens(us)));
- }
- return false;
+ if ( bit_is_set(dcCandidates, from) // Discovered check?
+ && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq)))
+ return true;
+
+ if (move_promotion(m)) // Promotion with check?
+ {
+ Bitboard b = occupied_squares();
+ clear_bit(&b, from);
+
+ switch (move_promotion(m))
+ {
+ case KNIGHT:
+ return bit_is_set(piece_attacks<KNIGHT>(to), ksq);
+ case BISHOP:
+ return bit_is_set(bishop_attacks_bb(to, b), ksq);
+ case ROOK:
+ return bit_is_set(rook_attacks_bb(to, b), ksq);
+ case QUEEN:
+ return bit_is_set(queen_attacks_bb(to, b), ksq);
+ default:
+ assert(false);
+ }
+ }
+ // En passant capture with check? We have already handled the case
+ // of direct checks and ordinary discovered check, the only case we
+ // need to handle is the unusual case of a discovered check through the
+ // captured pawn.
+ else if (move_is_ep(m))
+ {
+ Square capsq = make_square(square_file(to), square_rank(from));
+ Bitboard b = occupied_squares();
+ clear_bit(&b, from);
+ clear_bit(&b, capsq);
+ set_bit(&b, to);
+ return (rook_attacks_bb(ksq, b) & rooks_and_queens(us))
+ ||(bishop_attacks_bb(ksq, b) & bishops_and_queens(us));
+ }
+ return false;
case KNIGHT:
- // Discovered check?
- if(bit_is_set(dcCandidates, from))
- return true;
- // Normal check?
- else
- return bit_is_set(piece_attacks<KNIGHT>(ksq), to);
+ return bit_is_set(dcCandidates, from) // Discovered check?
+ || bit_is_set(piece_attacks<KNIGHT>(ksq), to); // Normal check?
case BISHOP:
- // Discovered check?
- if(bit_is_set(dcCandidates, from))
- return true;
- // Normal check?
- else
- return bit_is_set(piece_attacks<BISHOP>(ksq), to);
+ return bit_is_set(dcCandidates, from) // Discovered check?
+ || bit_is_set(piece_attacks<BISHOP>(ksq), to); // Normal check?
case ROOK:
- // Discovered check?
- if(bit_is_set(dcCandidates, from))
- return true;
- // Normal check?
- else
- return bit_is_set(piece_attacks<ROOK>(ksq), to);
+ return bit_is_set(dcCandidates, from) // Discovered check?
+ || bit_is_set(piece_attacks<ROOK>(ksq), to); // Normal check?
case QUEEN:
- // Discovered checks are impossible!
- assert(!bit_is_set(dcCandidates, from));
- // Normal check?
- return bit_is_set(piece_attacks<QUEEN>(ksq), to);
+ // Discovered checks are impossible!
+ assert(!bit_is_set(dcCandidates, from));
+ return bit_is_set(piece_attacks<QUEEN>(ksq), to); // Normal check?
case KING:
- // Discovered check?
- if(bit_is_set(dcCandidates, from) &&
- direction_between_squares(from, ksq) !=
- direction_between_squares(to, ksq))
- return true;
- // Castling with check?
- if(move_is_castle(m)) {
- Square kfrom, kto, rfrom, rto;
- Bitboard b = occupied_squares();
+ // Discovered check?
+ if ( bit_is_set(dcCandidates, from)
+ && (direction_between_squares(from, ksq) != direction_between_squares(to, ksq)))
+ return true;
- kfrom = from;
- rfrom = to;
- if(rfrom > kfrom) {
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- }
- else {
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
- }
-
- clear_bit(&b, kfrom); clear_bit(&b, rfrom);
- set_bit(&b, rto); set_bit(&b, kto);
-
- return bit_is_set(rook_attacks_bb(rto, b), ksq);
- }
+ // Castling with check?
+ if (move_is_castle(m))
+ {
+ Square kfrom, kto, rfrom, rto;
+ Bitboard b = occupied_squares();
+ kfrom = from;
+ rfrom = to;
- return false;
+ if (rfrom > kfrom)
+ {
+ kto = relative_square(us, SQ_G1);
+ rto = relative_square(us, SQ_F1);
+ } else {
+ kto = relative_square(us, SQ_C1);
+ rto = relative_square(us, SQ_D1);
+ }
+ clear_bit(&b, kfrom);
+ clear_bit(&b, rfrom);
+ set_bit(&b, rto);
+ set_bit(&b, kto);
+ return bit_is_set(rook_attacks_bb(rto, b), ksq);
+ }
+ return false;
default:
- assert(false);
- return false;
+ assert(false);
}
-
assert(false);
return false;
}
/// position is a capture.
bool Position::move_is_capture(Move m) const {
- return
- color_of_piece_on(move_to(m)) == opposite_color(side_to_move())
- || move_is_ep(m);
-}
-
-/// Position::move_attacks_square() tests whether a move from the current
-/// position attacks a given square. Only attacks by the moving piece are
-/// considered; the function does not handle X-ray attacks.
-
-bool Position::move_attacks_square(Move m, Square s) const {
- assert(move_is_ok(m));
- assert(square_is_ok(s));
-
- Square f = move_from(m), t = move_to(m);
-
- assert(square_is_occupied(f));
-
- switch(piece_on(f)) {
- case WP: return pawn_attacks_square(WHITE, t, s);
- case BP: return pawn_attacks_square(BLACK, t, s);
- case WN: case BN: return piece_attacks_square<KNIGHT>(t, s);
- case WB: case BB: return piece_attacks_square<BISHOP>(t, s);
- case WR: case BR: return piece_attacks_square<ROOK>(t, s);
- case WQ: case BQ: return piece_attacks_square<QUEEN>(t, s);
- case WK: case BK: return piece_attacks_square<KING>(t, s);
- default: assert(false);
- }
-
- return false;
+ return color_of_piece_on(move_to(m)) == opposite_color(side_to_move())
+ || move_is_ep(m);
}
-
-/// Position::backup() is called when making a move. All information
+/// Position::backup() is called when making a move. All information
/// necessary to restore the position when the move is later unmade
-/// is saved to an UndoInfo object. The function Position::restore
+/// is saved to an UndoInfo object. The function Position::restore
/// does the reverse operation: When one does a backup followed by
/// a restore with the same UndoInfo object, the position is restored
/// to the state before backup was called.
-void Position::backup(UndoInfo &u) const {
+void Position::backup(UndoInfo& u) const {
+
u.castleRights = castleRights;
u.epSquare = epSquare;
u.checkersBB = checkersBB;
/// Position::restore() is called when unmaking a move. It copies back
/// the information backed up during a previous call to Position::backup.
-void Position::restore(const UndoInfo &u) {
+void Position::restore(const UndoInfo& u) {
+
castleRights = u.castleRights;
epSquare = u.epSquare;
checkersBB = u.checkersBB;
materialKey = u.materialKey;
rule50 = u.rule50;
lastMove = u.lastMove;
+ // u.capture is restored in undo_move()
mgValue = u.mgValue;
egValue = u.egValue;
}
/// the discovered check candidates makes it easier to update the checkersBB
/// member variable in the position object.
-void Position::do_move(Move m, UndoInfo &u) {
+void Position::do_move(Move m, UndoInfo& u) {
+
do_move(m, u, discovered_check_candidates(side_to_move()));
}
-void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
+void Position::do_move(Move m, UndoInfo& u, Bitboard dcCandidates) {
+
assert(is_ok());
assert(move_is_ok(m));
// Back up the necessary information to our UndoInfo object (except the
- // captured piece, which is taken care of later:
+ // captured piece, which is taken care of later.
backup(u);
// Save the current key to the history[] array, in order to be able to
- // detect repetition draws:
+ // detect repetition draws.
history[gamePly] = key;
- // Increment the 50 moves rule draw counter. Resetting it to zero in the
+ // Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
rule50++;
- if(move_is_castle(m))
- do_castle_move(m);
- else if(move_promotion(m))
- do_promotion_move(m, u);
- else if(move_is_ep(m))
- do_ep_move(m);
- else {
- Color us, them;
- Square from, to;
- PieceType piece, capture;
-
- us = side_to_move();
- them = opposite_color(us);
-
- from = move_from(m);
- to = move_to(m);
+ if (move_is_castle(m))
+ do_castle_move(m);
+ else if (move_promotion(m))
+ do_promotion_move(m, u);
+ else if (move_is_ep(m))
+ do_ep_move(m);
+ else
+ {
+ Color us = side_to_move();
+ Color them = opposite_color(us);
+ Square from = move_from(m);
+ Square to = move_to(m);
assert(color_of_piece_on(from) == us);
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
- piece = type_of_piece_on(from);
- capture = type_of_piece_on(to);
+ PieceType piece = type_of_piece_on(from);
+ PieceType capture = type_of_piece_on(to);
- if(capture) {
- assert(capture != KING);
+ if (capture)
+ {
+ assert(capture != KING);
- // Remove captured piece:
- clear_bit(&(byColorBB[them]), to);
- clear_bit(&(byTypeBB[capture]), to);
+ // Remove captured piece
+ clear_bit(&(byColorBB[them]), to);
+ clear_bit(&(byTypeBB[capture]), to);
- // Update hash key:
- key ^= zobrist[them][capture][to];
+ // Update hash key
+ key ^= zobrist[them][capture][to];
- // If the captured piece was a pawn, update pawn hash key:
- if(capture == PAWN)
- pawnKey ^= zobrist[them][PAWN][to];
+ // If the captured piece was a pawn, update pawn hash key
+ if (capture == PAWN)
+ pawnKey ^= zobrist[them][PAWN][to];
- // Update incremental scores:
- mgValue -= mg_pst(them, capture, to);
- egValue -= eg_pst(them, capture, to);
+ // Update incremental scores
+ mgValue -= mg_pst(them, capture, to);
+ egValue -= eg_pst(them, capture, to);
- // Update material:
- if(capture != PAWN)
- npMaterial[them] -= piece_value_midgame(capture);
+ // Update material
+ if (capture != PAWN)
+ npMaterial[them] -= piece_value_midgame(capture);
- // Update material hash key:
- materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
+ // Update material hash key
+ materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
- // Update piece count:
- pieceCount[them][capture]--;
+ // Update piece count
+ pieceCount[them][capture]--;
- // Update piece list:
- pieceList[them][capture][index[to]] =
- pieceList[them][capture][pieceCount[them][capture]];
- index[pieceList[them][capture][index[to]]] = index[to];
+ // Update piece list
+ pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
+ index[pieceList[them][capture][index[to]]] = index[to];
- // Remember the captured piece, in order to be able to undo the move
- // correctly:
- u.capture = capture;
+ // Remember the captured piece, in order to be able to undo the move correctly
+ u.capture = capture;
- // Reset rule 50 counter:
- rule50 = 0;
+ // Reset rule 50 counter
+ rule50 = 0;
}
- // Move the piece:
+ // Move the piece
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[piece]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
board[to] = board[from];
board[from] = EMPTY;
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(us, piece, from);
mgValue += mg_pst(us, piece, to);
egValue -= eg_pst(us, piece, from);
egValue += eg_pst(us, piece, to);
- // If the moving piece was a king, update the king square:
- if(piece == KING)
- kingSquare[us] = to;
+ // If the moving piece was a king, update the king square
+ if (piece == KING)
+ kingSquare[us] = to;
// If the move was a double pawn push, set the en passant square.
// This code is a bit ugly right now, and should be cleaned up later.
// FIXME
- if(epSquare != SQ_NONE) {
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ if (epSquare != SQ_NONE)
+ {
+ key ^= zobEp[epSquare];
+ epSquare = SQ_NONE;
}
- if(piece == PAWN) {
- if(abs(int(to) - int(from)) == 16) {
- if((us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) &
- pawns(BLACK))) ||
- (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) &
- pawns(WHITE)))) {
- epSquare = Square((int(from) + int(to)) / 2);
- key ^= zobEp[epSquare];
+ if (piece == PAWN)
+ {
+ if (abs(int(to) - int(from)) == 16)
+ {
+ if( ( us == WHITE
+ && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
+ || ( us == BLACK
+ && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
+ {
+ epSquare = Square((int(from) + int(to)) / 2);
+ key ^= zobEp[epSquare];
+ }
}
- }
- // Reset rule 50 draw counter.
- rule50 = 0;
- // Update pawn hash key:
- pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- }
+ // Reset rule 50 draw counter
+ rule50 = 0;
- // Update piece lists:
+ // Update pawn hash key
+ pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ }
+ // Update piece lists
pieceList[us][piece][index[from]] = to;
index[to] = index[from];
- // Update castle rights:
+ // Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[from];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
- // Update checkers bitboard:
+ // Update checkers bitboard
checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
-
- switch(piece) {
-
+ switch (piece)
+ {
case PAWN:
- if(bit_is_set(pawn_attacks(them, ksq), to))
- set_bit(&checkersBB, to);
- if(bit_is_set(dcCandidates, from))
- checkersBB |=
- ((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
- (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
- break;
+ if (bit_is_set(pawn_attacks(them, ksq), to))
+ set_bit(&checkersBB, to);
+
+ if (bit_is_set(dcCandidates, from))
+ checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
+ |(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
+ break;
case KNIGHT:
- if(bit_is_set(piece_attacks<KNIGHT>(ksq), to))
- set_bit(&checkersBB, to);
- if(bit_is_set(dcCandidates, from))
- checkersBB |=
- ((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
- (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
- break;
+ if (bit_is_set(piece_attacks<KNIGHT>(ksq), to))
+ set_bit(&checkersBB, to);
+
+ if (bit_is_set(dcCandidates, from))
+ checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
+ |(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
+ break;
case BISHOP:
- if(bit_is_set(piece_attacks<BISHOP>(ksq), to))
- set_bit(&checkersBB, to);
- if(bit_is_set(dcCandidates, from))
- checkersBB |=
- (piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
- break;
+ if (bit_is_set(piece_attacks<BISHOP>(ksq), to))
+ set_bit(&checkersBB, to);
+
+ if (bit_is_set(dcCandidates, from))
+ checkersBB |= (piece_attacks<ROOK>(ksq) & rooks_and_queens(us));
+ break;
case ROOK:
- if(bit_is_set(piece_attacks<ROOK>(ksq), to))
- set_bit(&checkersBB, to);
- if(bit_is_set(dcCandidates, from))
- checkersBB |=
- (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
- break;
+ if (bit_is_set(piece_attacks<ROOK>(ksq), to))
+ set_bit(&checkersBB, to);
+
+ if (bit_is_set(dcCandidates, from))
+ checkersBB |= (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us));
+ break;
case QUEEN:
- if(bit_is_set(piece_attacks<QUEEN>(ksq), to))
- set_bit(&checkersBB, to);
- break;
+ if (bit_is_set(piece_attacks<QUEEN>(ksq), to))
+ set_bit(&checkersBB, to);
+ break;
case KING:
- if(bit_is_set(dcCandidates, from))
- checkersBB |=
- ((piece_attacks<ROOK>(ksq) & rooks_and_queens(us)) |
- (piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
- break;
+ if (bit_is_set(dcCandidates, from))
+ checkersBB |= ( (piece_attacks<ROOK>(ksq) & rooks_and_queens(us))
+ |(piece_attacks<BISHOP>(ksq) & bishops_and_queens(us)));
+ break;
default:
assert(false);
/// instance white short castling in a non-Chess960 game is encoded as e1h1.
void Position::do_castle_move(Move m) {
- Color us, them;
- Square kfrom, kto, rfrom, rto;
assert(is_ok());
assert(move_is_ok(m));
assert(move_is_castle(m));
- us = side_to_move();
- them = opposite_color(us);
+ Color us = side_to_move();
+ Color them = opposite_color(us);
- // Find source squares for king and rook:
- kfrom = move_from(m);
- rfrom = move_to(m); // HACK: See comment at beginning of function.
+ // Find source squares for king and rook
+ Square kfrom = move_from(m);
+ Square rfrom = move_to(m); // HACK: See comment at beginning of function
+ Square kto, rto;
assert(piece_on(kfrom) == king_of_color(us));
assert(piece_on(rfrom) == rook_of_color(us));
- // Find destination squares for king and rook:
- if(rfrom > kfrom) { // O-O
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- }
- else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
+ // Find destination squares for king and rook
+ if (rfrom > kfrom) // O-O
+ {
+ kto = relative_square(us, SQ_G1);
+ rto = relative_square(us, SQ_F1);
+ } else { // O-O-O
+ kto = relative_square(us, SQ_C1);
+ rto = relative_square(us, SQ_D1);
}
- // Remove pieces from source squares:
+ // Remove pieces from source squares
clear_bit(&(byColorBB[us]), kfrom);
clear_bit(&(byTypeBB[KING]), kfrom);
clear_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
clear_bit(&(byTypeBB[ROOK]), rfrom);
clear_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
- // Put pieces on destination squares:
+ // Put pieces on destination squares
set_bit(&(byColorBB[us]), kto);
set_bit(&(byTypeBB[KING]), kto);
set_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
set_bit(&(byTypeBB[ROOK]), rto);
set_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
- // Update board array:
+ // Update board array
board[kfrom] = board[rfrom] = EMPTY;
board[kto] = king_of_color(us);
board[rto] = rook_of_color(us);
- // Update king square:
+ // Update king square
kingSquare[us] = kto;
- // Update piece lists:
+ // Update piece lists
pieceList[us][KING][index[kfrom]] = kto;
pieceList[us][ROOK][index[rfrom]] = rto;
int tmp = index[rfrom];
index[kto] = index[kfrom];
index[rto] = tmp;
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(us, KING, kfrom);
mgValue += mg_pst(us, KING, kto);
egValue -= eg_pst(us, KING, kfrom);
egValue -= eg_pst(us, ROOK, rfrom);
egValue += eg_pst(us, ROOK, rto);
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
- // Clear en passant square:
- if(epSquare != SQ_NONE) {
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ // Clear en passant square
+ if(epSquare != SQ_NONE)
+ {
+ key ^= zobEp[epSquare];
+ epSquare = SQ_NONE;
}
- // Update castling rights:
+ // Update castling rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[kfrom];
key ^= zobCastle[castleRights];
- // Reset rule 50 counter:
+ // Reset rule 50 counter
rule50 = 0;
- // Update checkers BB:
+ // Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}
/// Position::do_promotion_move() is a private method used to make a promotion
-/// move. It is called from the main Position::do_move function. The
+/// move. It is called from the main Position::do_move function. The
/// UndoInfo object, which has been initialized in Position::do_move, is
/// used to store the captured piece (if any).
void Position::do_promotion_move(Move m, UndoInfo &u) {
+
Color us, them;
Square from, to;
PieceType capture, promotion;
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
to = move_to(m);
capture = type_of_piece_on(to);
- if(capture) {
+ if (capture)
+ {
assert(capture != KING);
- // Remove captured piece:
+ // Remove captured piece
clear_bit(&(byColorBB[them]), to);
clear_bit(&(byTypeBB[capture]), to);
- // Update hash key:
+ // Update hash key
key ^= zobrist[them][capture][to];
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(them, capture, to);
egValue -= eg_pst(them, capture, to);
- // Update material. Because our move is a promotion, we know that the
+ // Update material. Because our move is a promotion, we know that the
// captured piece is not a pawn.
assert(capture != PAWN);
npMaterial[them] -= piece_value_midgame(capture);
- // Update material hash key:
+ // Update material hash key
materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
- // Update piece count:
+ // Update piece count
pieceCount[them][capture]--;
- // Update piece list:
- pieceList[them][capture][index[to]] =
- pieceList[them][capture][pieceCount[them][capture]];
+ // Update piece list
+ pieceList[them][capture][index[to]] = pieceList[them][capture][pieceCount[them][capture]];
index[pieceList[them][capture][index[to]]] = index[to];
- // Remember the captured piece, in order to be able to undo the move
- // correctly:
+ // Remember the captured piece, in order to be able to undo the move correctly
u.capture = capture;
}
- // Remove pawn:
+ // Remove pawn
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[PAWN]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
board[from] = EMPTY;
- // Insert promoted piece:
+ // Insert promoted piece
promotion = move_promotion(m);
assert(promotion >= KNIGHT && promotion <= QUEEN);
set_bit(&(byColorBB[us]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
board[to] = piece_of_color_and_type(us, promotion);
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
- // Update pawn hash key:
+ // Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from];
- // Update material key:
+ // Update material key
materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
- // Update piece counts:
+ // Update piece counts
pieceCount[us][PAWN]--;
pieceCount[us][promotion]++;
- // Update piece lists:
- pieceList[us][PAWN][index[from]] =
- pieceList[us][PAWN][pieceCount[us][PAWN]];
+ // Update piece lists
+ pieceList[us][PAWN][index[from]] = pieceList[us][PAWN][pieceCount[us][PAWN]];
index[pieceList[us][PAWN][index[from]]] = index[from];
pieceList[us][promotion][pieceCount[us][promotion] - 1] = to;
index[to] = pieceCount[us][promotion] - 1;
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(us, PAWN, from);
mgValue += mg_pst(us, promotion, to);
egValue -= eg_pst(us, PAWN, from);
egValue += eg_pst(us, promotion, to);
- // Update material:
+ // Update material
npMaterial[us] += piece_value_midgame(promotion);
- // Clear the en passant square:
- if(epSquare != SQ_NONE) {
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ // Clear the en passant square
+ if (epSquare != SQ_NONE)
+ {
+ key ^= zobEp[epSquare];
+ epSquare = SQ_NONE;
}
- // Update castle rights:
+ // Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
- // Reset rule 50 counter:
+ // Reset rule 50 counter
rule50 = 0;
- // Update checkers BB:
+ // Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}
/// Position::do_ep_move() is a private method used to make an en passant
-/// capture. It is called from the main Position::do_move function. Because
+/// capture. It is called from the main Position::do_move function. Because
/// the captured piece is always a pawn, we don't need to pass an UndoInfo
/// object in which to store the captured piece.
void Position::do_ep_move(Move m) {
+
Color us, them;
Square from, to, capsq;
us = side_to_move();
them = opposite_color(us);
-
- // Find from, to and capture squares:
from = move_from(m);
to = move_to(m);
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
assert(piece_on(from) == pawn_of_color(us));
assert(piece_on(capsq) == pawn_of_color(them));
- // Remove captured piece:
+ // Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
clear_bit(&(byTypeBB[PAWN]), capsq);
clear_bit(&(byTypeBB[0]), capsq); // HACK: byTypeBB[0] == occupied squares
board[capsq] = EMPTY;
- // Remove moving piece from source square:
+ // Remove moving piece from source square
clear_bit(&(byColorBB[us]), from);
clear_bit(&(byTypeBB[PAWN]), from);
clear_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- // Put moving piece on destination square:
+ // Put moving piece on destination square
set_bit(&(byColorBB[us]), to);
set_bit(&(byTypeBB[PAWN]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
board[to] = board[from];
board[from] = EMPTY;
- // Update material hash key:
+ // Update material hash key
materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
- // Update piece count:
+ // Update piece count
pieceCount[them][PAWN]--;
- // Update piece list:
+ // Update piece list
pieceList[us][PAWN][index[from]] = to;
index[to] = index[from];
- pieceList[them][PAWN][index[capsq]] =
- pieceList[them][PAWN][pieceCount[them][PAWN]];
+ pieceList[them][PAWN][index[capsq]] = pieceList[them][PAWN][pieceCount[them][PAWN]];
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
- // Update hash key:
+ // Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
key ^= zobrist[them][PAWN][capsq];
key ^= zobEp[epSquare];
- // Update pawn hash key:
+ // Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
pawnKey ^= zobrist[them][PAWN][capsq];
- // Update incremental scores:
+ // Update incremental scores
mgValue -= mg_pst(them, PAWN, capsq);
mgValue -= mg_pst(us, PAWN, from);
mgValue += mg_pst(us, PAWN, to);
egValue -= eg_pst(us, PAWN, from);
egValue += eg_pst(us, PAWN, to);
- // Reset en passant square:
+ // Reset en passant square
epSquare = SQ_NONE;
- // Reset rule 50 counter:
+ // Reset rule 50 counter
rule50 = 0;
- // Update checkers BB:
+ // Update checkers BB
checkersBB = attacks_to(king_square(them), us);
}
/// object as the earlier call to Position::do_move.
void Position::undo_move(Move m, const UndoInfo &u) {
+
assert(is_ok());
assert(move_is_ok(m));
sideToMove = opposite_color(sideToMove);
// Restore information from our UndoInfo object (except the captured piece,
- // which is taken care of later):
+ // which is taken care of later)
restore(u);
- if(move_is_castle(m))
- undo_castle_move(m);
- else if(move_promotion(m))
- undo_promotion_move(m, u);
- else if(move_is_ep(m))
- undo_ep_move(m);
- else {
- Color us, them;
- Square from, to;
- PieceType piece, capture;
-
- us = side_to_move();
- them = opposite_color(us);
-
- from = move_from(m);
- to = move_to(m);
-
- assert(piece_on(from) == EMPTY);
- assert(color_of_piece_on(to) == us);
-
- // Put the piece back at the source square:
- piece = type_of_piece_on(to);
- set_bit(&(byColorBB[us]), from);
- set_bit(&(byTypeBB[piece]), from);
- set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
- board[from] = piece_of_color_and_type(us, piece);
-
- // Clear the destination square
- clear_bit(&(byColorBB[us]), to);
- clear_bit(&(byTypeBB[piece]), to);
- clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
-
- // If the moving piece was a king, update the king square:
- if(piece == KING)
- kingSquare[us] = from;
-
- // Update piece list:
- pieceList[us][piece][index[to]] = from;
- index[from] = index[to];
-
- capture = u.capture;
-
- if(capture) {
- assert(capture != KING);
- // Replace the captured piece:
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
- set_bit(&(byTypeBB[0]), to);
- board[to] = piece_of_color_and_type(them, capture);
+ if (move_is_castle(m))
+ undo_castle_move(m);
+ else if (move_promotion(m))
+ undo_promotion_move(m, u);
+ else if (move_is_ep(m))
+ undo_ep_move(m);
+ else
+ {
+ Color us, them;
+ Square from, to;
+ PieceType piece, capture;
- // Update material:
- if(capture != PAWN)
- npMaterial[them] += piece_value_midgame(capture);
+ us = side_to_move();
+ them = opposite_color(us);
+ from = move_from(m);
+ to = move_to(m);
- // Update piece list:
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ assert(piece_on(from) == EMPTY);
+ assert(color_of_piece_on(to) == us);
- // Update piece count:
- pieceCount[them][capture]++;
- }
- else
- board[to] = EMPTY;
+ // Put the piece back at the source square
+ piece = type_of_piece_on(to);
+ set_bit(&(byColorBB[us]), from);
+ set_bit(&(byTypeBB[piece]), from);
+ set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
+ board[from] = piece_of_color_and_type(us, piece);
+
+ // Clear the destination square
+ clear_bit(&(byColorBB[us]), to);
+ clear_bit(&(byTypeBB[piece]), to);
+ clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
+
+ // If the moving piece was a king, update the king square
+ if (piece == KING)
+ kingSquare[us] = from;
+
+ // Update piece list
+ pieceList[us][piece][index[to]] = from;
+ index[from] = index[to];
+
+ capture = u.capture;
+
+ if (capture)
+ {
+ assert(capture != KING);
+
+ // Replace the captured piece
+ set_bit(&(byColorBB[them]), to);
+ set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[0]), to);
+ board[to] = piece_of_color_and_type(them, capture);
+
+ // Update material
+ if (capture != PAWN)
+ npMaterial[them] += piece_value_midgame(capture);
+
+ // Update piece list
+ pieceList[them][capture][pieceCount[them][capture]] = to;
+ index[to] = pieceCount[them][capture];
+
+ // Update piece count
+ pieceCount[them][capture]++;
+ } else
+ board[to] = EMPTY;
}
assert(is_ok());
/// Position::undo_castle_move() is a private method used to unmake a castling
-/// move. It is called from the main Position::undo_move function. Note that
+/// move. It is called from the main Position::undo_move function. Note that
/// castling moves are encoded as "king captures friendly rook" moves, for
/// instance white short castling in a non-Chess960 game is encoded as e1h1.
void Position::undo_castle_move(Move m) {
- Color us, them;
- Square kfrom, kto, rfrom, rto;
assert(move_is_ok(m));
assert(move_is_castle(m));
// When we have arrived here, some work has already been done by
// Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
- us = side_to_move();
- them = opposite_color(us);
+ Color us = side_to_move();
- // Find source squares for king and rook:
- kfrom = move_from(m);
- rfrom = move_to(m); // HACK: See comment at beginning of function.
+ // Find source squares for king and rook
+ Square kfrom = move_from(m);
+ Square rfrom = move_to(m); // HACK: See comment at beginning of function
+ Square kto, rto;
- // Find destination squares for king and rook:
- if(rfrom > kfrom) { // O-O
- kto = relative_square(us, SQ_G1);
- rto = relative_square(us, SQ_F1);
- }
- else { // O-O-O
- kto = relative_square(us, SQ_C1);
- rto = relative_square(us, SQ_D1);
+ // Find destination squares for king and rook
+ if (rfrom > kfrom) // O-O
+ {
+ kto = relative_square(us, SQ_G1);
+ rto = relative_square(us, SQ_F1);
+ } else { // O-O-O
+ kto = relative_square(us, SQ_C1);
+ rto = relative_square(us, SQ_D1);
}
assert(piece_on(kto) == king_of_color(us));
assert(piece_on(rto) == rook_of_color(us));
- // Remove pieces from destination squares:
+ // Remove pieces from destination squares
clear_bit(&(byColorBB[us]), kto);
clear_bit(&(byTypeBB[KING]), kto);
clear_bit(&(byTypeBB[0]), kto); // HACK: byTypeBB[0] == occupied squares
clear_bit(&(byTypeBB[ROOK]), rto);
clear_bit(&(byTypeBB[0]), rto); // HACK: byTypeBB[0] == occupied squares
- // Put pieces on source squares:
+ // Put pieces on source squares
set_bit(&(byColorBB[us]), kfrom);
set_bit(&(byTypeBB[KING]), kfrom);
set_bit(&(byTypeBB[0]), kfrom); // HACK: byTypeBB[0] == occupied squares
set_bit(&(byTypeBB[ROOK]), rfrom);
set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
- // Update board:
+ // Update board
board[rto] = board[kto] = EMPTY;
board[rfrom] = rook_of_color(us);
board[kfrom] = king_of_color(us);
- // Update king square:
+ // Update king square
kingSquare[us] = kfrom;
- // Update piece lists:
+ // Update piece lists
pieceList[us][KING][index[kto]] = kfrom;
pieceList[us][ROOK][index[rto]] = rfrom;
int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC.
/// Position::undo_promotion_move() is a private method used to unmake a
-/// promotion move. It is called from the main Position::do_move
-/// function. The UndoInfo object, which has been initialized in
+/// promotion move. It is called from the main Position::do_move
+/// function. The UndoInfo object, which has been initialized in
/// Position::do_move, is used to put back the captured piece (if any).
void Position::undo_promotion_move(Move m, const UndoInfo &u) {
+
Color us, them;
Square from, to;
PieceType capture, promotion;
// so the code below is correct.
us = side_to_move();
them = opposite_color(us);
-
from = move_from(m);
to = move_to(m);
assert(relative_rank(us, to) == RANK_8);
assert(piece_on(from) == EMPTY);
- // Remove promoted piece:
+ // Remove promoted piece
promotion = move_promotion(m);
assert(piece_on(to)==piece_of_color_and_type(us, promotion));
assert(promotion >= KNIGHT && promotion <= QUEEN);
clear_bit(&(byTypeBB[promotion]), to);
clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- // Insert pawn at source square:
+ // Insert pawn at source square
set_bit(&(byColorBB[us]), from);
set_bit(&(byTypeBB[PAWN]), from);
set_bit(&(byTypeBB[0]), from); // HACK: byTypeBB[0] == occupied squares
board[from] = pawn_of_color(us);
- // Update material:
+ // Update material
npMaterial[us] -= piece_value_midgame(promotion);
- // Update piece list:
+ // Update piece list
pieceList[us][PAWN][pieceCount[us][PAWN]] = from;
index[from] = pieceCount[us][PAWN];
pieceList[us][promotion][index[to]] =
pieceList[us][promotion][pieceCount[us][promotion] - 1];
index[pieceList[us][promotion][index[to]]] = index[to];
- // Update piece counts:
+ // Update piece counts
pieceCount[us][promotion]--;
pieceCount[us][PAWN]++;
capture = u.capture;
- if(capture) {
- assert(capture != KING);
- // Insert captured piece:
- set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
- set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(them, capture);
+ if (capture)
+ {
+ assert(capture != KING);
- // Update material. Because the move is a promotion move, we know
- // that the captured piece cannot be a pawn.
- assert(capture != PAWN);
- npMaterial[them] += piece_value_midgame(capture);
+ // Insert captured piece:
+ set_bit(&(byColorBB[them]), to);
+ set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
+ board[to] = piece_of_color_and_type(them, capture);
- // Update piece list:
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ // Update material. Because the move is a promotion move, we know
+ // that the captured piece cannot be a pawn.
+ assert(capture != PAWN);
+ npMaterial[them] += piece_value_midgame(capture);
- // Update piece count:
- pieceCount[them][capture]++;
- }
- else
- board[to] = EMPTY;
+ // Update piece list
+ pieceList[them][capture][pieceCount[them][capture]] = to;
+ index[to] = pieceCount[them][capture];
+
+ // Update piece count
+ pieceCount[them][capture]++;
+ } else
+ board[to] = EMPTY;
}
/// Position::undo_ep_move() is a private method used to unmake an en passant
-/// capture. It is called from the main Position::undo_move function. Because
+/// capture. It is called from the main Position::undo_move function. Because
/// the captured piece is always a pawn, we don't need to pass an UndoInfo
/// object from which to retrieve the captured piece.
void Position::undo_ep_move(Move m) {
- Color us, them;
- Square from, to, capsq;
assert(move_is_ok(m));
assert(move_is_ep(m));
// When we have arrived here, some work has already been done by
- // Position::undo_move. In particular, the side to move has been switched,
+ // Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
- us = side_to_move();
- them = opposite_color(us);
-
- // Find from, to and captures squares:
- from = move_from(m);
- to = move_to(m);
- capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
+ Color us = side_to_move();
+ Color them = opposite_color(us);
+ Square from = move_from(m);
+ Square to = move_to(m);
+ Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
assert(to == ep_square());
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(from) == EMPTY);
assert(piece_on(capsq) == EMPTY);
- // Replace captured piece:
+ // Replace captured piece
set_bit(&(byColorBB[them]), capsq);
set_bit(&(byTypeBB[PAWN]), capsq);
set_bit(&(byTypeBB[0]), capsq);
board[capsq] = pawn_of_color(them);
- // Remove moving piece from destination square:
+ // Remove moving piece from destination square
clear_bit(&(byColorBB[us]), to);
clear_bit(&(byTypeBB[PAWN]), to);
clear_bit(&(byTypeBB[0]), to);
board[to] = EMPTY;
- // Replace moving piece at source square:
+ // Replace moving piece at source square
set_bit(&(byColorBB[us]), from);
set_bit(&(byTypeBB[PAWN]), from);
set_bit(&(byTypeBB[0]), from);
/// and updates the hash key without executing any move on the board.
void Position::do_null_move(UndoInfo &u) {
+
assert(is_ok());
assert(!is_check());
u.epSquare = epSquare;
// Save the current key to the history[] array, in order to be able to
- // detect repetition draws:
+ // detect repetition draws.
history[gamePly] = key;
- // Update the necessary information.
+ // Update the necessary information
sideToMove = opposite_color(sideToMove);
- if(epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (epSquare != SQ_NONE)
+ key ^= zobEp[epSquare];
+
epSquare = SQ_NONE;
rule50++;
gamePly++;
/// Position::undo_null_move() unmakes a "null move".
void Position::undo_null_move(const UndoInfo &u) {
+
assert(is_ok());
assert(!is_check());
// Restore information from the supplied UndoInfo object:
lastMove = u.lastMove;
epSquare = u.epSquare;
- if(epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (epSquare != SQ_NONE)
+ key ^= zobEp[epSquare];
// Update the necessary information.
sideToMove = opposite_color(sideToMove);
/// 'from' and a 'to' square. The function does not yet understand promotions
/// or en passant captures.
+int Position::see(Move m) const {
+
+ assert(move_is_ok(m));
+ return see(move_from(m), move_to(m));
+}
+
int Position::see(Square from, Square to) const {
- // Approximate material values, with pawn = 1:
+
+ // Approximate material values, with pawn = 1
static const int seeValues[18] = {
0, 1, 3, 3, 5, 10, 100, 0, 0, 1, 3, 3, 5, 10, 100, 0, 0, 0
};
- Color us, them;
- Piece piece, capture;
+
Bitboard attackers, occ, b;
assert(square_is_ok(from));
assert(square_is_ok(to));
- // Initialize colors:
- us = color_of_piece_on(from);
- them = opposite_color(us);
+ // Initialize colors
+ Color us = color_of_piece_on(from);
+ Color them = opposite_color(us);
- // Initialize pieces:
- piece = piece_on(from);
- capture = piece_on(to);
+ // Initialize pieces
+ Piece piece = piece_on(from);
+ Piece capture = piece_on(to);
// Find all attackers to the destination square, with the moving piece
- // removed, but possibly an X-ray attacker added behind it:
+ // removed, but possibly an X-ray attacker added behind it.
occ = occupied_squares();
clear_bit(&occ, from);
- attackers =
- (rook_attacks_bb(to, occ) & rooks_and_queens()) |
- (bishop_attacks_bb(to, occ) & bishops_and_queens()) |
- (piece_attacks<KNIGHT>(to) & knights()) |
- (piece_attacks<KING>(to) & kings()) |
- (pawn_attacks(WHITE, to) & pawns(BLACK)) |
- (pawn_attacks(BLACK, to) & pawns(WHITE));
- attackers &= occ;
-
- // If the opponent has no attackers, we are finished:
- if((attackers & pieces_of_color(them)) == EmptyBoardBB)
- return seeValues[capture];
+ attackers = (rook_attacks_bb(to, occ) & rooks_and_queens())
+ | (bishop_attacks_bb(to, occ) & bishops_and_queens())
+ | (piece_attacks<KNIGHT>(to) & knights())
+ | (piece_attacks<KING>(to) & kings())
+ | (pawn_attacks(WHITE, to) & pawns(BLACK))
+ | (pawn_attacks(BLACK, to) & pawns(WHITE));
+
+ // If the opponent has no attackers, we are finished
+ if ((attackers & pieces_of_color(them)) == EmptyBoardBB)
+ return seeValues[capture];
+
+ attackers &= occ; // Remove the moving piece
// The destination square is defended, which makes things rather more
- // difficult to compute. We proceed by building up a "swap list" containing
+ // difficult to compute. We proceed by building up a "swap list" containing
// the material gain or loss at each stop in a sequence of captures to the
- // destianation square, where the sides alternately capture, and always
- // capture with the least valuable piece. After each capture, we look for
+ // destination square, where the sides alternately capture, and always
+ // capture with the least valuable piece. After each capture, we look for
// new X-ray attacks from behind the capturing piece.
int lastCapturingPieceValue = seeValues[piece];
int swapList[32], n = 1;
swapList[0] = seeValues[capture];
do {
- // Locate the least valuable attacker for the side to move. The loop
- // below looks like it is potentially infinite, but it isn't. We know
- // that the side to move still has at least one attacker left.
- for(pt = PAWN; !(attackers&pieces_of_color_and_type(c, pt)); pt++)
- assert(pt < KING);
-
- // Remove the attacker we just found from the 'attackers' bitboard,
- // and scan for new X-ray attacks behind the attacker:
- b = attackers & pieces_of_color_and_type(c, pt);
- occ ^= (b & -b);
- attackers |=
- (rook_attacks_bb(to, occ) & rooks_and_queens()) |
- (bishop_attacks_bb(to, occ) & bishops_and_queens());
- attackers &= occ;
-
- // Add the new entry to the swap list:
- assert(n < 32);
- swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
- n++;
-
- // Remember the value of the capturing piece, and change the side to move
- // before beginning the next iteration:
- lastCapturingPieceValue = seeValues[pt];
- c = opposite_color(c);
-
- // Stop after a king capture:
- if(pt == KING && (attackers & pieces_of_color(c))) {
+ // Locate the least valuable attacker for the side to move. The loop
+ // below looks like it is potentially infinite, but it isn't. We know
+ // that the side to move still has at least one attacker left.
+ for (pt = PAWN; !(attackers & pieces_of_color_and_type(c, pt)); pt++)
+ assert(pt < KING);
+
+ // Remove the attacker we just found from the 'attackers' bitboard,
+ // and scan for new X-ray attacks behind the attacker.
+ b = attackers & pieces_of_color_and_type(c, pt);
+ occ ^= (b & -b);
+ attackers |= (rook_attacks_bb(to, occ) & rooks_and_queens())
+ | (bishop_attacks_bb(to, occ) & bishops_and_queens());
+
+ attackers &= occ;
+
+ // Add the new entry to the swap list
assert(n < 32);
- swapList[n++] = 100;
- break;
- }
- } while(attackers & pieces_of_color(c));
+ swapList[n] = -swapList[n - 1] + lastCapturingPieceValue;
+ n++;
- // Having built the swap list, we negamax through it to find the best
- // achievable score from the point of view of the side to move:
- while(--n) swapList[n-1] = Min(-swapList[n], swapList[n-1]);
+ // Remember the value of the capturing piece, and change the side to move
+ // before beginning the next iteration
+ lastCapturingPieceValue = seeValues[pt];
+ c = opposite_color(c);
- return swapList[0];
-}
+ // Stop after a king capture
+ if (pt == KING && (attackers & pieces_of_color(c)))
+ {
+ assert(n < 32);
+ swapList[n++] = 100;
+ break;
+ }
+ } while (attackers & pieces_of_color(c));
+ // Having built the swap list, we negamax through it to find the best
+ // achievable score from the point of view of the side to move
+ while (--n)
+ swapList[n-1] = Min(-swapList[n], swapList[n-1]);
-int Position::see(Move m) const {
- assert(move_is_ok(m));
- return see(move_from(m), move_to(m));
+ return swapList[0];
}
/// empty board, white to move, and no castling rights.
void Position::clear() {
- int i, j;
- for(i = 0; i < 64; i++) {
- board[i] = EMPTY;
- index[i] = 0;
+ for (int i = 0; i < 64; i++)
+ {
+ board[i] = EMPTY;
+ index[i] = 0;
}
- for(i = 0; i < 2; i++)
- byColorBB[i] = EmptyBoardBB;
+ for (int i = 0; i < 2; i++)
+ byColorBB[i] = EmptyBoardBB;
- for(i = 0; i < 7; i++) {
- byTypeBB[i] = EmptyBoardBB;
- pieceCount[0][i] = pieceCount[1][i] = 0;
- for(j = 0; j < 8; j++)
- pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
+ for (int i = 0; i < 7; i++)
+ {
+ byTypeBB[i] = EmptyBoardBB;
+ pieceCount[0][i] = pieceCount[1][i] = 0;
+ for (int j = 0; j < 8; j++)
+ pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
}
checkersBB = EmptyBoardBB;
/// handles draws by the 50 move rule correctly.
void Position::reset_game_ply() {
+
gamePly = 0;
}
/// updating the board array, bitboards, and piece counts.
void Position::put_piece(Piece p, Square s) {
+
Color c = color_of_piece(p);
PieceType pt = type_of_piece(p);
pieceCount[c][pt]++;
- if(pt == KING)
- kingSquare[c] = s;
+ if (pt == KING)
+ kingSquare[c] = s;
}
/// Used when setting castling rights during parsing of FEN strings.
void Position::allow_oo(Color c) {
+
castleRights |= (1 + int(c));
}
/// Used when setting castling rights during parsing of FEN strings.
void Position::allow_ooo(Color c) {
+
castleRights |= (4 + 4*int(c));
}
-/// Position::compute_key() computes the hash key of the position. The hash
+/// Position::compute_key() computes the hash key of the position. The hash
/// key is usually updated incrementally as moves are made and unmade, the
/// compute_key() function is only used when a new position is set up, and
/// to verify the correctness of the hash key when running in debug mode.
Key Position::compute_key() const {
+
Key result = Key(0ULL);
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(square_is_occupied(s))
- result ^=
- zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (square_is_occupied(s))
+ result ^= zobrist[color_of_piece_on(s)][type_of_piece_on(s)][s];
+
+ if (ep_square() != SQ_NONE)
+ result ^= zobEp[ep_square()];
- if(ep_square() != SQ_NONE)
- result ^= zobEp[ep_square()];
result ^= zobCastle[castleRights];
- if(side_to_move() == BLACK) result ^= zobSideToMove;
+ if (side_to_move() == BLACK)
+ result ^= zobSideToMove;
return result;
}
/// debug mode.
Key Position::compute_pawn_key() const {
+
Key result = Key(0ULL);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++) {
- b = pawns(c);
- while(b) {
- s = pop_1st_bit(&b);
- result ^= zobrist[c][PAWN][s];
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ {
+ b = pawns(c);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ result ^= zobrist[c][PAWN][s];
+ }
}
return result;
}
/// debug mode.
Key Position::compute_material_key() const {
+
Key result = Key(0ULL);
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= QUEEN; pt++) {
- int count = piece_count(c, pt);
- for(int i = 0; i <= count; i++)
- result ^= zobMaterial[c][pt][i];
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= QUEEN; pt++)
+ {
+ int count = piece_count(c, pt);
+ for (int i = 0; i <= count; i++)
+ result ^= zobMaterial[c][pt][i];
+ }
return result;
}
/// and undo_move when the program is running in debug mode.
Value Position::compute_mg_value() const {
+
Value result = Value(0);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++) {
- b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += mg_pst(c, pt, s);
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ {
+ b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += mg_pst(c, pt, s);
+ }
}
- }
- result += (side_to_move() == WHITE)?
- (TempoValueMidgame / 2) : -(TempoValueMidgame / 2);
+ result += (side_to_move() == WHITE)? TempoValueMidgame / 2 : -TempoValueMidgame / 2;
return result;
}
Value Position::compute_eg_value() const {
+
Value result = Value(0);
Bitboard b;
Square s;
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++) {
- b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += eg_pst(c, pt, s);
- }
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ {
+ b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += eg_pst(c, pt, s);
+ }
}
- result += (side_to_move() == WHITE)?
- (TempoValueEndgame / 2) : -(TempoValueEndgame / 2);
+ result += (side_to_move() == WHITE)? TempoValueEndgame / 2 : -TempoValueEndgame / 2;
return result;
}
/// initializing a new Position object.
Value Position::compute_non_pawn_material(Color c) const {
+
Value result = Value(0);
Square s;
- for(PieceType pt = KNIGHT; pt <= QUEEN; pt++) {
- Bitboard b = pieces_of_color_and_type(c, pt);
- while(b) {
- s = pop_1st_bit(&b);
- assert(piece_on(s) == piece_of_color_and_type(c, pt));
- result += piece_value_midgame(pt);
- }
+ for (PieceType pt = KNIGHT; pt <= QUEEN; pt++)
+ {
+ Bitboard b = pieces_of_color_and_type(c, pt);
+ while(b)
+ {
+ s = pop_1st_bit(&b);
+ assert(piece_on(s) == piece_of_color_and_type(c, pt));
+ result += piece_value_midgame(pt);
+ }
}
return result;
}
/// Position::is_mate() returns true or false depending on whether the
-/// side to move is checkmated. Note that this function is currently very
+/// side to move is checkmated. Note that this function is currently very
/// slow, and shouldn't be used frequently inside the search.
bool Position::is_mate() {
- if(is_check()) {
- MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE, MOVE_NONE,
- MOVE_NONE, Depth(0));
- return mp.get_next_move() == MOVE_NONE;
+
+ if (is_check())
+ {
+ MovePicker mp = MovePicker(*this, false, MOVE_NONE, MOVE_NONE,
+ MOVE_NONE, MOVE_NONE, Depth(0));
+ return mp.get_next_move() == MOVE_NONE;
}
- else
- return false;
+ return false;
}
/// must be done by the search.
bool Position::is_draw() const {
+
// Draw by material?
- if(!pawns() &&
- non_pawn_material(WHITE) + non_pawn_material(BLACK)
- <= BishopValueMidgame)
- return true;
+ if ( !pawns()
+ && (non_pawn_material(WHITE) + non_pawn_material(BLACK) <= BishopValueMidgame))
+ return true;
// Draw by the 50 moves rule?
- if(rule50 > 100 || (rule50 == 100 && !is_check()))
- return true;
+ if (rule50 > 100 || (rule50 == 100 && !is_check()))
+ return true;
// Draw by repetition?
- for(int i = 2; i < Min(gamePly, rule50); i += 2)
- if(history[gamePly - i] == key)
- return true;
+ for (int i = 2; i < Min(gamePly, rule50); i += 2)
+ if (history[gamePly - i] == key)
+ return true;
return false;
}
/// Position::has_mate_threat() tests whether a given color has a mate in one
-/// from the current position. This function is quite slow, but it doesn't
+/// from the current position. This function is quite slow, but it doesn't
/// matter, because it is currently only called from PV nodes, which are rare.
bool Position::has_mate_threat(Color c) {
+
UndoInfo u1, u2;
Color stm = side_to_move();
u1.lastMove = lastMove;
u1.epSquare = epSquare;
- if(is_check())
- return false;
+ if (is_check())
+ return false;
// If the input color is not equal to the side to move, do a null move
- if(c != stm) do_null_move(u1);
+ if (c != stm)
+ do_null_move(u1);
MoveStack mlist[120];
int count;
// Generate legal moves
count = generate_legal_moves(*this, mlist);
- // Loop through the moves, and see if one of them is mate.
- for(int i = 0; i < count; i++) {
- do_move(mlist[i].move, u2);
- if(is_mate()) result = true;
- undo_move(mlist[i].move, u2);
+ // Loop through the moves, and see if one of them is mate
+ for (int i = 0; i < count; i++)
+ {
+ do_move(mlist[i].move, u2);
+ if (is_mate())
+ result = true;
+
+ undo_move(mlist[i].move, u2);
}
// Undo null move, if necessary
- if(c != stm) undo_null_move(u1);
+ if (c != stm)
+ undo_null_move(u1);
return result;
}
void Position::init_zobrist() {
- for(int i = 0; i < 2; i++)
- for(int j = 0; j < 8; j++)
- for(int k = 0; k < 64; k++)
- zobrist[i][j][k] = Key(genrand_int64());
+ for (int i = 0; i < 2; i++)
+ for (int j = 0; j < 8; j++)
+ for (int k = 0; k < 64; k++)
+ zobrist[i][j][k] = Key(genrand_int64());
- for(int i = 0; i < 64; i++)
- zobEp[i] = Key(genrand_int64());
+ for (int i = 0; i < 64; i++)
+ zobEp[i] = Key(genrand_int64());
- for(int i = 0; i < 16; i++)
- zobCastle[i] = genrand_int64();
+ for (int i = 0; i < 16; i++)
+ zobCastle[i] = genrand_int64();
zobSideToMove = genrand_int64();
- for(int i = 0; i < 2; i++)
- for(int j = 0; j < 8; j++)
- for(int k = 0; k < 16; k++)
- zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
+ for (int i = 0; i < 2; i++)
+ for (int j = 0; j < 8; j++)
+ for (int k = 0; k < 16; k++)
+ zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
- for(int i = 0; i < 16; i++)
- zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
+ for (int i = 0; i < 16; i++)
+ zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
}
/// and changing the sign of the corresponding white scores.
void Position::init_piece_square_tables() {
+
int r = get_option_value_int("Randomness"), i;
- for(Square s = SQ_A1; s <= SQ_H8; s++) {
- for(Piece p = WP; p <= WK; p++) {
- i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
- MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
- EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
- }
- }
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- for(Piece p = BP; p <= BK; p++) {
- MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
- EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
- }
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ for (Piece p = WP; p <= WK; p++)
+ {
+ i = (r == 0)? 0 : (genrand_int32() % (r*2) - r);
+ MgPieceSquareTable[p][s] = Value(MgPST[p][s] + i);
+ EgPieceSquareTable[p][s] = Value(EgPST[p][s] + i);
+ }
+
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ for (Piece p = BP; p <= BK; p++)
+ {
+ MgPieceSquareTable[p][s] = -MgPieceSquareTable[p-8][flip_square(s)];
+ EgPieceSquareTable[p][s] = -EgPieceSquareTable[p-8][flip_square(s)];
+ }
}
/// especially for finding evaluation symmetry bugs.
void Position::flipped_copy(const Position &pos) {
+
assert(pos.is_ok());
clear();
// Board
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(!pos.square_is_empty(s))
- put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (!pos.square_is_empty(s))
+ put_piece(Piece(int(pos.piece_on(s)) ^ 8), flip_square(s));
// Side to move
sideToMove = opposite_color(pos.side_to_move());
// Castling rights
- if(pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
- if(pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
- if(pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
- if(pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
+ if (pos.can_castle_kingside(WHITE)) allow_oo(BLACK);
+ if (pos.can_castle_queenside(WHITE)) allow_ooo(BLACK);
+ if (pos.can_castle_kingside(BLACK)) allow_oo(WHITE);
+ if (pos.can_castle_queenside(BLACK)) allow_ooo(WHITE);
- initialKFile = pos.initialKFile;
+ initialKFile = pos.initialKFile;
initialKRFile = pos.initialKRFile;
initialQRFile = pos.initialQRFile;
- for(Square sq = SQ_A1; sq <= SQ_H8; sq++)
- castleRightsMask[sq] = ALL_CASTLES;
- castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO|WHITE_OOO);
- castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO|BLACK_OOO);
- castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
- castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
- castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
- castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
+ for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
+ castleRightsMask[sq] = ALL_CASTLES;
+
+ castleRightsMask[make_square(initialKFile, RANK_1)] ^= (WHITE_OO | WHITE_OOO);
+ castleRightsMask[make_square(initialKFile, RANK_8)] ^= (BLACK_OO | BLACK_OOO);
+ castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
+ castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
+ castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
+ castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
// En passant square
- if(pos.epSquare != SQ_NONE)
- epSquare = flip_square(pos.epSquare);
+ if (pos.epSquare != SQ_NONE)
+ epSquare = flip_square(pos.epSquare);
// Checkers
find_checkers();
if (failedStep) *failedStep = 1;
// Side to move OK?
- if(!color_is_ok(side_to_move()))
- return false;
+ if (!color_is_ok(side_to_move()))
+ return false;
// Are the king squares in the position correct?
if (failedStep) (*failedStep)++;
- if(piece_on(king_square(WHITE)) != WK)
- return false;
+ if (piece_on(king_square(WHITE)) != WK)
+ return false;
if (failedStep) (*failedStep)++;
- if(piece_on(king_square(BLACK)) != BK)
- return false;
+ if (piece_on(king_square(BLACK)) != BK)
+ return false;
// Castle files OK?
if (failedStep) (*failedStep)++;
- if(!file_is_ok(initialKRFile))
- return false;
- if(!file_is_ok(initialQRFile))
- return false;
+ if (!file_is_ok(initialKRFile))
+ return false;
+
+ if (!file_is_ok(initialQRFile))
+ return false;
// Do both sides have exactly one king?
if (failedStep) (*failedStep)++;
- if(debugKingCount) {
- int kingCount[2] = {0, 0};
- for(Square s = SQ_A1; s <= SQ_H8; s++)
- if(type_of_piece_on(s) == KING)
- kingCount[color_of_piece_on(s)]++;
- if(kingCount[0] != 1 || kingCount[1] != 1)
- return false;
+ if (debugKingCount)
+ {
+ int kingCount[2] = {0, 0};
+ for (Square s = SQ_A1; s <= SQ_H8; s++)
+ if (type_of_piece_on(s) == KING)
+ kingCount[color_of_piece_on(s)]++;
+
+ if(kingCount[0] != 1 || kingCount[1] != 1)
+ return false;
}
// Can the side to move capture the opponent's king?
if (failedStep) (*failedStep)++;
- if(debugKingCapture) {
- Color us = side_to_move();
- Color them = opposite_color(us);
- Square ksq = king_square(them);
- if(square_is_attacked(ksq, us))
- return false;
+ if (debugKingCapture)
+ {
+ Color us = side_to_move();
+ Color them = opposite_color(us);
+ Square ksq = king_square(them);
+ if (square_is_attacked(ksq, us))
+ return false;
}
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if(debugCheckerCount && count_1s(checkersBB) > 2)
- return false;
+ if (debugCheckerCount && count_1s(checkersBB) > 2)
+ return false;
// Bitboards OK?
if (failedStep) (*failedStep)++;
- if(debugBitboards) {
- // The intersection of the white and black pieces must be empty:
- if((pieces_of_color(WHITE) & pieces_of_color(BLACK))
- != EmptyBoardBB)
- return false;
-
- // The union of the white and black pieces must be equal to all
- // occupied squares:
- if((pieces_of_color(WHITE) | pieces_of_color(BLACK))
- != occupied_squares())
- return false;
+ if (debugBitboards)
+ {
+ // The intersection of the white and black pieces must be empty
+ if ((pieces_of_color(WHITE) & pieces_of_color(BLACK)) != EmptyBoardBB)
+ return false;
- // Separate piece type bitboards must have empty intersections:
- for(PieceType p1 = PAWN; p1 <= KING; p1++)
- for(PieceType p2 = PAWN; p2 <= KING; p2++)
- if(p1 != p2 && (pieces_of_type(p1) & pieces_of_type(p2)))
+ // The union of the white and black pieces must be equal to all
+ // occupied squares
+ if ((pieces_of_color(WHITE) | pieces_of_color(BLACK)) != occupied_squares())
return false;
+
+ // Separate piece type bitboards must have empty intersections
+ for (PieceType p1 = PAWN; p1 <= KING; p1++)
+ for (PieceType p2 = PAWN; p2 <= KING; p2++)
+ if (p1 != p2 && (pieces_of_type(p1) & pieces_of_type(p2)))
+ return false;
}
// En passant square OK?
if (failedStep) (*failedStep)++;
- if(ep_square() != SQ_NONE) {
- // The en passant square must be on rank 6, from the point of view of the
- // side to move.
- if(relative_rank(side_to_move(), ep_square()) != RANK_6)
- return false;
+ if (ep_square() != SQ_NONE)
+ {
+ // The en passant square must be on rank 6, from the point of view of the
+ // side to move.
+ if (relative_rank(side_to_move(), ep_square()) != RANK_6)
+ return false;
}
// Hash key OK?
if (failedStep) (*failedStep)++;
- if(debugKey && key != compute_key())
- return false;
+ if (debugKey && key != compute_key())
+ return false;
// Pawn hash key OK?
if (failedStep) (*failedStep)++;
- if(debugPawnKey && pawnKey != compute_pawn_key())
- return false;
+ if (debugPawnKey && pawnKey != compute_pawn_key())
+ return false;
// Material hash key OK?
if (failedStep) (*failedStep)++;
- if(debugMaterialKey && materialKey != compute_material_key())
- return false;
+ if (debugMaterialKey && materialKey != compute_material_key())
+ return false;
// Incremental eval OK?
if (failedStep) (*failedStep)++;
- if(debugIncrementalEval) {
- if(mgValue != compute_mg_value())
- return false;
- if(egValue != compute_eg_value())
- return false;
+ if (debugIncrementalEval)
+ {
+ if (mgValue != compute_mg_value())
+ return false;
+
+ if (egValue != compute_eg_value())
+ return false;
}
// Non-pawn material OK?
if (failedStep) (*failedStep)++;
- if(debugNonPawnMaterial) {
- if(npMaterial[WHITE] != compute_non_pawn_material(WHITE))
- return false;
- if(npMaterial[BLACK] != compute_non_pawn_material(BLACK))
- return false;
+ if (debugNonPawnMaterial)
+ {
+ if(npMaterial[WHITE] != compute_non_pawn_material(WHITE))
+ return false;
+
+ if(npMaterial[BLACK] != compute_non_pawn_material(BLACK))
+ return false;
}
// Piece counts OK?
if (failedStep) (*failedStep)++;
- if(debugPieceCounts)
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++)
- if(pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
- return false;
+ if (debugPieceCounts)
+ for (Color c = WHITE; c <= BLACK; c++)
+ for (PieceType pt = PAWN; pt <= KING; pt++)
+ if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
+ return false;
if (failedStep) (*failedStep)++;
- if(debugPieceList) {
- for(Color c = WHITE; c <= BLACK; c++)
- for(PieceType pt = PAWN; pt <= KING; pt++)
- for(int i = 0; i < pieceCount[c][pt]; i++) {
- if(piece_on(piece_list(c, pt, i)) !=
- piece_of_color_and_type(c, pt))
- return false;
- if(index[piece_list(c, pt, i)] != i)
- return false;
- }
+ if (debugPieceList)
+ {
+ for(Color c = WHITE; c <= BLACK; c++)
+ for(PieceType pt = PAWN; pt <= KING; pt++)
+ for(int i = 0; i < pieceCount[c][pt]; i++)
+ {
+ if (piece_on(piece_list(c, pt, i)) != piece_of_color_and_type(c, pt))
+ return false;
+
+ if (index[piece_list(c, pt, i)] != i)
+ return false;
+ }
}
if (failedStep) *failedStep = 0;
return true;