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Reshuffle stuff in movegen.cpp

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2012-01-04 14:10:53 +01:00
parent 0026c88b3a
commit cf247e7e30

View file

@ -23,6 +23,7 @@
#include "bitcount.h"
#include "movegen.h"
#include "position.h"
#include "misc.h"
// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
@ -33,16 +34,228 @@
namespace {
enum CastlingSide {
KING_SIDE,
QUEEN_SIDE
};
enum CastlingSide { KING_SIDE, QUEEN_SIDE };
template<CastlingSide>
MoveStack* generate_castle_moves(const Position&, MoveStack*, Color us);
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
const CastleRight CR[] = { Side ? WHITE_OOO : WHITE_OO,
Side ? BLACK_OOO : BLACK_OO };
if (!pos.can_castle(CR[us]))
return mlist;
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
Square kfrom = pos.king_square(us);
Square rfrom = pos.castle_rook_square(CR[us]);
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
Bitboard enemies = pos.pieces(flip(us));
assert(!pos.in_check());
assert(pos.piece_on(kfrom) == make_piece(us, KING));
assert(pos.piece_on(rfrom) == make_piece(us, ROOK));
// Unimpeded rule: All the squares between the king's initial and final squares
// (including the final square), and all the squares between the rook's initial
// and final squares (including the final square), must be vacant except for
// the king and castling rook.
for (Square s = std::min(rfrom, rto), e = std::max(rfrom, rto); s <= e; s++)
if (s != kfrom && s != rfrom && !pos.square_is_empty(s))
return mlist;
for (Square s = std::min(kfrom, kto), e = std::max(kfrom, kto); s <= e; s++)
if ( (s != kfrom && s != rfrom && !pos.square_is_empty(s))
||(pos.attackers_to(s) & enemies))
return mlist;
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if (pos.is_chess960())
{
Bitboard occ = pos.occupied_squares();
clear_bit(&occ, rfrom);
if (pos.attackers_to(kto, occ) & enemies)
return mlist;
}
(*mlist++).move = make_castle(kfrom, rfrom);
return mlist;
}
template<Square Delta>
inline Bitboard move_pawns(Bitboard p) {
return Delta == DELTA_N ? p << 8 : Delta == DELTA_S ? p >> 8 :
Delta == DELTA_NE ? p << 9 : Delta == DELTA_SE ? p >> 7 :
Delta == DELTA_NW ? p << 7 : Delta == DELTA_SW ? p >> 9 : p;
}
template<Square Delta>
inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard target) {
const Bitboard EdgeFileBB = ( Delta == DELTA_NE
|| Delta == DELTA_SE ? FileABB : FileHBB);
Bitboard b;
Square to;
b = move_pawns<Delta>(pawns) & target & ~EdgeFileBB;
SERIALIZE_MOVES_D(b, -Delta);
return mlist;
}
template<MoveType Type, Square Delta>
inline MoveStack* generate_promotions(const Position& pos, MoveStack* mlist, Bitboard pawnsOn7, Bitboard target) {
const Bitboard EdgeFileBB = ( Delta == DELTA_NE
|| Delta == DELTA_SE ? FileABB : FileHBB);
Bitboard b;
Square to;
b = move_pawns<Delta>(pawnsOn7) & target;
if (Delta != DELTA_N && Delta != DELTA_S)
b &= ~EdgeFileBB;
while (b)
{
to = pop_1st_bit(&b);
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
(*mlist++).move = make_promotion(to - Delta, to, QUEEN);
if (Type == MV_NON_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
{
(*mlist++).move = make_promotion(to - Delta, to, ROOK);
(*mlist++).move = make_promotion(to - Delta, to, BISHOP);
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
}
// Knight under promotion is the only one that can give a check not
// already included in the queen-promotion.
if (Type == MV_CHECK)
{
Square ksq = pos.king_square(Delta > 0 ? BLACK : WHITE);
if (bit_is_set(pos.attacks_from<KNIGHT>(to), ksq))
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
}
else
(void)pos; // Silence a warning under MSVC
}
return mlist;
}
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) {
// Calculate our parametrized parameters at compile time, named
// according to the point of view of white side.
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
const Square RIGHT_UP = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square LEFT_UP = (Us == WHITE ? DELTA_NW : DELTA_SE);
Square to;
Bitboard b1, b2, dc1, dc2, pawnPushes, emptySquares;
Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard pawnsOn7 = pawns & TRank7BB;
Bitboard enemyPieces = (Type == MV_CAPTURE ? target : pos.pieces(Them));
// Pre-calculate pawn pushes before changing emptySquares definition
if (Type != MV_CAPTURE)
{
emptySquares = (Type == MV_NON_CAPTURE ? target : pos.empty_squares());
pawnPushes = move_pawns<UP>(pawns & ~TRank7BB) & emptySquares;
}
if (Type == MV_EVASION)
{
emptySquares &= target; // Only blocking squares
enemyPieces &= target; // Capture only the checker piece
}
// Promotions and underpromotions
if (pawnsOn7)
{
if (Type == MV_CAPTURE)
emptySquares = pos.empty_squares();
pawns &= ~TRank7BB;
mlist = generate_promotions<Type, RIGHT_UP>(pos, mlist, pawnsOn7, enemyPieces);
mlist = generate_promotions<Type, LEFT_UP>(pos, mlist, pawnsOn7, enemyPieces);
mlist = generate_promotions<Type, UP>(pos, mlist, pawnsOn7, emptySquares);
}
// Standard captures
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
{
mlist = generate_pawn_captures<RIGHT_UP>(mlist, pawns, enemyPieces);
mlist = generate_pawn_captures<LEFT_UP>(mlist, pawns, enemyPieces);
}
// Single and double pawn pushes
if (Type != MV_CAPTURE)
{
b1 = (Type != MV_EVASION ? pawnPushes : pawnPushes & emptySquares);
b2 = move_pawns<UP>(pawnPushes & TRank3BB) & emptySquares;
if (Type == MV_CHECK)
{
// Consider only pawn moves which give direct checks
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
// Add pawn moves which gives discovered check. This is possible only
// if the pawn is not on the same file as the enemy king, because we
// don't generate captures.
if (pawns & target) // For CHECK type target is dc bitboard
{
dc1 = move_pawns<UP>(pawns & target & ~file_bb(ksq)) & emptySquares;
dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
b1 |= dc1;
b2 |= dc2;
}
}
SERIALIZE_MOVES_D(b1, -UP);
SERIALIZE_MOVES_D(b2, -UP -UP);
}
// En passant captures
if ( (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
&& pos.ep_square() != SQ_NONE)
{
assert(Us != WHITE || rank_of(pos.ep_square()) == RANK_6);
assert(Us != BLACK || rank_of(pos.ep_square()) == RANK_3);
// An en passant capture can be an evasion only if the checking piece
// is the double pushed pawn and so is in the target. Otherwise this
// is a discovery check and we are forced to do otherwise.
if (Type == MV_EVASION && !bit_is_set(target, pos.ep_square() - UP))
return mlist;
b1 = pawns & pos.attacks_from<PAWN>(pos.ep_square(), Them);
assert(b1);
while (b1)
{
to = pop_1st_bit(&b1);
(*mlist++).move = make_enpassant(to, pos.ep_square());
}
}
return mlist;
}
template<Color, MoveType>
MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square);
template<PieceType Pt>
inline MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
@ -58,6 +271,7 @@ namespace {
return mlist;
}
template<PieceType Pt>
inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
@ -90,6 +304,7 @@ namespace {
return mlist;
}
template<>
FORCE_INLINE MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
@ -97,6 +312,7 @@ namespace {
: generate_pawn_moves<BLACK, MV_CHECK>(p, m, dc, ksq));
}
template<PieceType Pt, MoveType Type>
FORCE_INLINE MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
@ -105,6 +321,7 @@ namespace {
: generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE));
}
template<PieceType Pt>
FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
@ -123,6 +340,7 @@ namespace {
return mlist;
}
template<>
FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
@ -134,7 +352,7 @@ namespace {
return mlist;
}
}
} // namespace
/// generate<MV_CAPTURE> generates all pseudo-legal captures and queen
@ -173,11 +391,8 @@ MoveStack* generate(const Position& pos, MoveStack* mlist) {
if (Type != MV_CAPTURE && pos.can_castle(us))
{
if (pos.can_castle(us == WHITE ? WHITE_OO : BLACK_OO))
mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
if (pos.can_castle(us == WHITE ? WHITE_OOO : BLACK_OOO))
mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist, us);
mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist, us);
}
return mlist;
@ -320,218 +535,3 @@ MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
return last;
}
namespace {
template<Square Delta>
inline Bitboard move_pawns(Bitboard p) {
return Delta == DELTA_N ? p << 8 : Delta == DELTA_S ? p >> 8 :
Delta == DELTA_NE ? p << 9 : Delta == DELTA_SE ? p >> 7 :
Delta == DELTA_NW ? p << 7 : Delta == DELTA_SW ? p >> 9 : p;
}
template<Square Delta>
inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard target) {
const Bitboard TFileABB = (Delta == DELTA_NE || Delta == DELTA_SE ? FileABB : FileHBB);
Bitboard b;
Square to;
// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
b = move_pawns<Delta>(pawns) & target & ~TFileABB;
SERIALIZE_MOVES_D(b, -Delta);
return mlist;
}
template<MoveType Type, Square Delta>
inline MoveStack* generate_promotions(const Position& pos, MoveStack* mlist, Bitboard pawnsOn7, Bitboard target) {
const Bitboard TFileABB = (Delta == DELTA_NE || Delta == DELTA_SE ? FileABB : FileHBB);
Bitboard b;
Square to;
// Promotions and under-promotions, both captures and non-captures
b = move_pawns<Delta>(pawnsOn7) & target;
if (Delta != DELTA_N && Delta != DELTA_S)
b &= ~TFileABB;
while (b)
{
to = pop_1st_bit(&b);
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
(*mlist++).move = make_promotion(to - Delta, to, QUEEN);
if (Type == MV_NON_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
{
(*mlist++).move = make_promotion(to - Delta, to, ROOK);
(*mlist++).move = make_promotion(to - Delta, to, BISHOP);
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
}
// This is the only possible under promotion that can give a check
// not already included in the queen-promotion.
if ( Type == MV_CHECK
&& bit_is_set(pos.attacks_from<KNIGHT>(to), pos.king_square(Delta > 0 ? BLACK : WHITE)))
(*mlist++).move = make_promotion(to - Delta, to, KNIGHT);
else (void)pos; // Silence a warning under MSVC
}
return mlist;
}
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) {
// Calculate our parametrized parameters at compile time, named
// according to the point of view of white side.
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
const Square RIGHT_UP = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square LEFT_UP = (Us == WHITE ? DELTA_NW : DELTA_SE);
Square to;
Bitboard b1, b2, dc1, dc2, pawnPushes, emptySquares;
Bitboard pawns = pos.pieces(PAWN, Us);
Bitboard pawnsOn7 = pawns & TRank7BB;
Bitboard enemyPieces = (Type == MV_CAPTURE ? target : pos.pieces(Them));
// Pre-calculate pawn pushes before changing emptySquares definition
if (Type != MV_CAPTURE)
{
emptySquares = (Type == MV_NON_CAPTURE ? target : pos.empty_squares());
pawnPushes = move_pawns<UP>(pawns & ~TRank7BB) & emptySquares;
}
if (Type == MV_EVASION)
{
emptySquares &= target; // Only blocking squares
enemyPieces &= target; // Capture only the checker piece
}
// Promotions and underpromotions
if (pawnsOn7)
{
if (Type == MV_CAPTURE)
emptySquares = pos.empty_squares();
pawns &= ~TRank7BB;
mlist = generate_promotions<Type, RIGHT_UP>(pos, mlist, pawnsOn7, enemyPieces);
mlist = generate_promotions<Type, LEFT_UP>(pos, mlist, pawnsOn7, enemyPieces);
mlist = generate_promotions<Type, UP>(pos, mlist, pawnsOn7, emptySquares);
}
// Standard captures
if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
{
mlist = generate_pawn_captures<RIGHT_UP>(mlist, pawns, enemyPieces);
mlist = generate_pawn_captures<LEFT_UP>(mlist, pawns, enemyPieces);
}
// Single and double pawn pushes
if (Type != MV_CAPTURE)
{
b1 = (Type != MV_EVASION ? pawnPushes : pawnPushes & emptySquares);
b2 = move_pawns<UP>(pawnPushes & TRank3BB) & emptySquares;
if (Type == MV_CHECK)
{
// Consider only pawn moves which give direct checks
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
// Add pawn moves which gives discovered check. This is possible only
// if the pawn is not on the same file as the enemy king, because we
// don't generate captures.
if (pawns & target) // For CHECK type target is dc bitboard
{
dc1 = move_pawns<UP>(pawns & target & ~file_bb(ksq)) & emptySquares;
dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
b1 |= dc1;
b2 |= dc2;
}
}
SERIALIZE_MOVES_D(b1, -UP);
SERIALIZE_MOVES_D(b2, -UP -UP);
}
// En passant captures
if ( (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION)
&& pos.ep_square() != SQ_NONE)
{
assert(Us != WHITE || rank_of(pos.ep_square()) == RANK_6);
assert(Us != BLACK || rank_of(pos.ep_square()) == RANK_3);
// An en passant capture can be an evasion only if the checking piece
// is the double pushed pawn and so is in the target. Otherwise this
// is a discovery check and we are forced to do otherwise.
if (Type == MV_EVASION && !bit_is_set(target, pos.ep_square() - UP))
return mlist;
b1 = pawns & pos.attacks_from<PAWN>(pos.ep_square(), Them);
assert(b1);
while (b1)
{
to = pop_1st_bit(&b1);
(*mlist++).move = make_enpassant(to, pos.ep_square());
}
}
return mlist;
}
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
CastleRight f = CastleRight((Side == KING_SIDE ? WHITE_OO : WHITE_OOO) << us);
Color them = flip(us);
// After castling, the rook and king's final positions are exactly the same
// in Chess960 as they would be in standard chess.
Square kfrom = pos.king_square(us);
Square rfrom = pos.castle_rook_square(f);
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
assert(!pos.in_check());
assert(pos.piece_on(kfrom) == make_piece(us, KING));
assert(pos.piece_on(rfrom) == make_piece(us, ROOK));
// Unimpeded rule: All the squares between the king's initial and final squares
// (including the final square), and all the squares between the rook's initial
// and final squares (including the final square), must be vacant except for
// the king and castling rook.
for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
if ( (s != kfrom && s != rfrom && !pos.square_is_empty(s))
||(pos.attackers_to(s) & pos.pieces(them)))
return mlist;
for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
if (s != kfrom && s != rfrom && !pos.square_is_empty(s))
return mlist;
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
if (pos.is_chess960())
{
Bitboard occ = pos.occupied_squares();
clear_bit(&occ, rfrom);
if (pos.attackers_to(kto, occ) & pos.pieces(them))
return mlist;
}
(*mlist++).move = make_castle(kfrom, rfrom);
return mlist;
}
} // namespace