/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2009 Marco Costalba Stockfish is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. 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 . */ //// //// Includes //// #include #include "bitcount.h" #include "movegen.h" // Simple macro to wrap a very common while loop, no facny, no flexibility, // hardcoded list name 'mlist' and from square 'from'. #define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b)) // Version used for pawns, where the 'from' square is given as a delta from the 'to' square #define SERIALIZE_MOVES_D(b, d) while (b) { to = pop_1st_bit(&b); (*mlist++).move = make_move(to + (d), to); } //// //// Local definitions //// namespace { enum CastlingSide { KING_SIDE, QUEEN_SIDE }; enum MoveType { CAPTURE, NON_CAPTURE, CHECK, EVASION }; // Helper templates template MoveStack* generate_castle_moves(const Position&, MoveStack*); template MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square); // Template generate_piece_moves (captures and non-captures) with specializations and overloads template MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); template<> MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); template inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) { assert(Piece == PAWN); assert(Type == CAPTURE || Type == NON_CAPTURE || Type == EVASION); return (us == WHITE ? generate_pawn_moves(p, m, t, SQ_NONE) : generate_pawn_moves(p, m, t, SQ_NONE)); } // Templates for non-capture checks generation template MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from); template MoveStack* generate_direct_checks(const Position&, MoveStack*, Color, Bitboard, Square); template<> inline MoveStack* generate_direct_checks(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) { return (us == WHITE ? generate_pawn_moves(p, m, dc, ksq) : generate_pawn_moves(p, m, dc, ksq)); } } //// //// Functions //// /// generate_captures() generates all pseudo-legal captures and queen /// promotions. Returns a pointer to the end of the move list. MoveStack* generate_captures(const Position& pos, MoveStack* mlist) { assert(pos.is_ok()); assert(!pos.is_check()); Color us = pos.side_to_move(); Bitboard target = pos.pieces_of_color(opposite_color(us)); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); return generate_piece_moves(pos, mlist, us, target); } /// generate_noncaptures() generates all pseudo-legal non-captures and /// underpromotions. Returns a pointer to the end of the move list. MoveStack* 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(); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_castle_moves(pos, mlist); return generate_castle_moves(pos, mlist); } /// generate_non_capture_checks() generates all pseudo-legal non-captures and knight /// underpromotions that give check. Returns a pointer to the end of the move list. MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) { assert(pos.is_ok()); assert(!pos.is_check()); Color us = pos.side_to_move(); Square ksq = pos.king_square(opposite_color(us)); assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING)); // Discovered non-capture checks Bitboard b = dc; while (b) { Square from = pop_1st_bit(&b); switch (pos.type_of_piece_on(from)) { case PAWN: /* Will be generated togheter with pawns direct checks */ break; case KNIGHT: mlist = generate_discovered_checks(pos, mlist, from); break; case BISHOP: mlist = generate_discovered_checks(pos, mlist, from); break; case ROOK: mlist = generate_discovered_checks(pos, mlist, from); break; case KING: mlist = generate_discovered_checks(pos, mlist, from); break; default: assert(false); break; } } // Direct non-capture checks mlist = generate_direct_checks(pos, mlist, us, dc, ksq); mlist = generate_direct_checks(pos, mlist, us, dc, ksq); mlist = generate_direct_checks(pos, mlist, us, dc, ksq); mlist = generate_direct_checks(pos, mlist, us, dc, ksq); return generate_direct_checks(pos, mlist, us, dc, ksq); } /// generate_evasions() generates all pseudo-legal check evasions when /// the side to move is in check. Returns a pointer to the end of the move list. MoveStack* generate_evasions(const Position& pos, MoveStack* mlist) { assert(pos.is_ok()); assert(pos.is_check()); Bitboard b; Square from, checksq; int checkersCnt = 0; Color us = pos.side_to_move(); Square ksq = pos.king_square(us); Bitboard checkers = pos.checkers(); Bitboard sliderAttacks = EmptyBoardBB; assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING)); assert(checkers); // Find squares attacked by slider checkers, we will remove // them from the king evasions set so to early skip known // illegal moves and avoid an useless legality check later. b = checkers; do { checkersCnt++; checksq = pop_1st_bit(&b); assert(pos.color_of_piece_on(checksq) == opposite_color(us)); switch (pos.type_of_piece_on(checksq)) { case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break; case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break; case QUEEN: // In case of a queen remove also squares attacked in the other direction to // avoid possible illegal moves when queen and king are on adjacent squares. if (direction_is_straight(checksq, ksq)) sliderAttacks |= RookPseudoAttacks[checksq] | pos.attacks_from(checksq); else sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from(checksq); default: break; } } while (b); // Generate evasions for king, capture and non capture moves b = pos.attacks_from(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks; from = ksq; SERIALIZE_MOVES(b); // Generate evasions for other pieces only if not double check if (checkersCnt > 1) return mlist; // Find squares where a blocking evasion or a capture of the // checker piece is possible. Bitboard target = squares_between(checksq, ksq) | checkers; mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); mlist = generate_piece_moves(pos, mlist, us, target); return generate_piece_moves(pos, mlist, us, target); } /// generate_moves() computes a complete list of legal or pseudo-legal moves in /// the current position. This function is not very fast, and should be used /// only in non time-critical paths. MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal) { assert(pos.is_ok()); MoveStack* last; Bitboard pinned = pos.pinned_pieces(pos.side_to_move()); // Generate pseudo-legal moves if (pos.is_check()) last = generate_evasions(pos, mlist); else { last = generate_captures(pos, mlist); last = generate_noncaptures(pos, last); } if (pseudoLegal) return last; // Remove illegal moves from the list for (MoveStack* cur = mlist; cur != last; cur++) if (!pos.pl_move_is_legal(cur->move, pinned)) { cur->move = (--last)->move; cur--; } return last; } /// move_is_legal() takes a position and a (not necessarily pseudo-legal) /// move and tests whether the move is legal. This version is not very fast /// and should be used only in non time-critical paths. bool move_is_legal(const Position& pos, const Move m) { MoveStack mlist[256]; MoveStack* last = generate_moves(pos, mlist, true); for (MoveStack* cur = mlist; cur != last; cur++) if (cur->move == m) return pos.pl_move_is_legal(m, pos.pinned_pieces(pos.side_to_move())); return false; } /// Fast version of move_is_legal() that takes a position a move and a /// bitboard of pinned pieces as input, and tests whether the move is legal. /// This version must only be used when the side to move is not in check. 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())); // Use a slower but simpler function for uncommon cases if (move_is_ep(m) || move_is_castle(m)) return move_is_legal(pos, m); Color us = pos.side_to_move(); Color them = opposite_color(us); Square from = move_from(m); Square to = move_to(m); Piece pc = pos.piece_on(from); // If the from square is not occupied by a piece belonging to the side to // move, the move is obviously not legal. if (color_of_piece(pc) != us) return false; // The destination square cannot be occupied by a friendly piece if (pos.color_of_piece_on(to) == us) return false; // Handle the special case of a pawn move if (type_of_piece(pc) == PAWN) { // Move direction must be compatible with pawn color int direction = to - from; if ((us == WHITE) != (direction > 0)) return false; // A pawn move is a promotion iff the destination square is // on the 8/1th rank. if (( (square_rank(to) == RANK_8 && us == WHITE) ||(square_rank(to) == RANK_1 && us != WHITE)) != bool(move_is_promotion(m))) return false; // Proceed according to the square delta between the origin and // destination squares. switch (direction) { case DELTA_NW: case DELTA_NE: case DELTA_SW: case DELTA_SE: // Capture. The destination square must be occupied by an enemy // piece (en passant captures was handled earlier). if (pos.color_of_piece_on(to) != them) return false; break; case DELTA_N: case DELTA_S: // Pawn push. The destination square must be empty. if (!pos.square_is_empty(to)) return false; break; case DELTA_NN: // Double white pawn push. The destination square must be on the fourth // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( square_rank(to) != RANK_4 || !pos.square_is_empty(to) || !pos.square_is_empty(from + DELTA_N)) return false; break; case DELTA_SS: // Double black pawn push. The destination square must be on the fifth // rank, and both the destination square and the square between the // source and destination squares must be empty. if ( square_rank(to) != RANK_5 || !pos.square_is_empty(to) || !pos.square_is_empty(from + DELTA_S)) return false; break; default: return false; } // The move is pseudo-legal, check if it is also legal return pos.pl_move_is_legal(m, pinned); } // Luckly we can handle all the other pieces in one go return ( bit_is_set(pos.attacks_from(pc, from), to) && pos.pl_move_is_legal(m, pinned) && !move_is_promotion(m)); } namespace { template MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { Square from; Bitboard b; const Square* ptr = pos.piece_list_begin(us, Piece); while ((from = *ptr++) != SQ_NONE) { b = pos.attacks_from(from) & target; SERIALIZE_MOVES(b); } return mlist; } template<> MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { Bitboard b; Square from = pos.king_square(us); b = pos.attacks_from(from) & target; SERIALIZE_MOVES(b); return mlist; } template inline Bitboard move_pawns(Bitboard p) { if (Direction == DELTA_N) return Us == WHITE ? p << 8 : p >> 8; else if (Direction == DELTA_NE) return Us == WHITE ? p << 9 : p >> 7; else if (Direction == DELTA_NW) return Us == WHITE ? p << 7 : p >> 9; else return p; } template inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces, bool possiblePromotion) { // Calculate our parametrized parameters at compile time const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB); const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE); const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW); const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW); Square to; // Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black) Bitboard b1 = move_pawns(pawns) & ~TFileABB & enemyPieces; // Capturing promotions and under-promotions if (possiblePromotion) { Bitboard b2 = b1 & TRank8BB; b1 &= ~TRank8BB; while (b2) { to = pop_1st_bit(&b2); if (Type == CAPTURE || Type == EVASION) (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN); if (Type == NON_CAPTURE || Type == EVASION) { (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, ROOK); (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, BISHOP); (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT); } // This is the only possible under promotion that can give a check // not already included in the queen-promotion. It is not sure that // the promoted knight will give check, but it doesn't worth to verify. if (Type == CHECK) (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT); } } // Serialize standard captures if (Type == CAPTURE || Type == EVASION) SERIALIZE_MOVES_D(b1, -TTDELTA_NE); return mlist; } template MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) { // Calculate our parametrized parameters at compile time const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB); const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S); Square to; Bitboard b1, b2, enemyPieces, emptySquares; Bitboard pawns = pos.pieces(PAWN, Us); bool possiblePromotion = pawns & TRank7BB; // Standard captures and capturing promotions and underpromotions if (Type == CAPTURE || Type == EVASION || possiblePromotion) { enemyPieces = (Type == CAPTURE ? target : pos.pieces_of_color(opposite_color(Us))); if (Type == EVASION) enemyPieces &= target; // Capture only the checker piece mlist = generate_pawn_captures(mlist, pawns, enemyPieces, possiblePromotion); mlist = generate_pawn_captures(mlist, pawns, enemyPieces, possiblePromotion); } // Non-capturing promotions and underpromotions if (possiblePromotion) { b1 = move_pawns(pawns) & TRank8BB & pos.empty_squares(); if (Type == EVASION) b1 &= target; // Only blocking promotion pushes while (b1) { to = pop_1st_bit(&b1); if (Type == CAPTURE || Type == EVASION) (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN); if (Type == NON_CAPTURE || Type == EVASION) { (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK); (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP); (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT); } // This is the only possible under promotion that can give a check // not already included in the queen-promotion. if (Type == CHECK && bit_is_set(pos.attacks_from(to), pos.king_square(Them))) (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT); } } // Standard pawn pushes and double pushes if (Type != CAPTURE) { emptySquares = (Type == NON_CAPTURE ? target : pos.empty_squares()); // Single and double pawn pushes b1 = move_pawns(pawns) & emptySquares & ~TRank8BB; b2 = move_pawns(b1 & TRank3BB) & emptySquares; // Filter out unwanted pushes according to the move type if (Type == EVASION) { b1 &= target; b2 &= target; } else if (Type == CHECK) { // Pawn moves which give direct cheks b1 &= pos.attacks_from(ksq, Them); b2 &= pos.attacks_from(ksq, Them); // Pawn moves which gives discovered check. This is possible only if // the pawn is not on the same file as the enemy king, because we // don't generate captures. if (pawns & target) // For CHECK type target is dc bitboard { Bitboard dc1 = move_pawns(pawns & target & ~file_bb(ksq)) & emptySquares & ~TRank8BB; Bitboard dc2 = move_pawns(dc1 & TRank3BB) & emptySquares; b1 |= dc1; b2 |= dc2; } } SERIALIZE_MOVES_D(b1, -TDELTA_N); SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N); } // En passant captures if ((Type == CAPTURE || Type == EVASION) && pos.ep_square() != SQ_NONE) { assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6); assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3); // An en passant capture can be an evasion only if the checking piece // is the double pushed pawn and so is in the target. Otherwise this // is a discovery check and we are forced to do otherwise. if (Type == EVASION && !bit_is_set(target, pos.ep_square() - TDELTA_N)) return mlist; b1 = pawns & pos.attacks_from(pos.ep_square(), Them); assert(b1 != EmptyBoardBB); while (b1) { to = pop_1st_bit(&b1); (*mlist++).move = make_ep_move(to, pos.ep_square()); } } return mlist; } template MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) { assert(Piece != QUEEN); Bitboard b = pos.attacks_from(from) & pos.empty_squares(); if (Piece == KING) { Square ksq = pos.king_square(opposite_color(pos.side_to_move())); b &= ~QueenPseudoAttacks[ksq]; } SERIALIZE_MOVES(b); return mlist; } template MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us, Bitboard dc, Square ksq) { assert(Piece != KING); Square from; Bitboard checkSqs; const Square* ptr = pos.piece_list_begin(us, Piece); if ((from = *ptr++) == SQ_NONE) return mlist; checkSqs = pos.attacks_from(ksq) & pos.empty_squares(); do { if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs)) || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs)) || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs))) continue; if (dc && bit_is_set(dc, from)) continue; Bitboard bb = pos.attacks_from(from) & checkSqs; SERIALIZE_MOVES(bb); } while ((from = *ptr++) != SQ_NONE); return mlist; } template MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) { Color us = pos.side_to_move(); if ( (Side == KING_SIDE && pos.can_castle_kingside(us)) ||(Side == QUEEN_SIDE && pos.can_castle_queenside(us))) { Color them = opposite_color(us); Square ksq = pos.king_square(us); assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING)); Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us)); Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1); Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1); Square s; bool illegal = false; assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK)); // It is a bit complicated to correctly handle Chess960 for (s = Min(ksq, s1); s <= Max(ksq, s1); s++) if ( (s != ksq && s != rsq && pos.square_is_occupied(s)) ||(pos.attackers_to(s) & pos.pieces_of_color(them))) illegal = true; for (s = Min(rsq, s2); s <= Max(rsq, s2); s++) if (s != ksq && s != rsq && pos.square_is_occupied(s)) illegal = true; if ( Side == QUEEN_SIDE && square_file(rsq) == FILE_B && ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK) || pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN))) illegal = true; if (!illegal) (*mlist++).move = make_castle_move(ksq, rsq); } return mlist; } }