/* Glaurung, a UCI chess playing engine. Copyright (C) 2004-2008 Tord Romstad Glaurung is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Glaurung is distributed in the hope that it will be useful, 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 "movegen.h" //// //// Local definitions //// namespace { inline Bitboard forward_white(Bitboard b) { return b << 8; } inline Bitboard forward_right_white(Bitboard b) { return b << 9; } inline Bitboard forward_left_white(Bitboard b) { return b << 7; } inline Bitboard forward_black(Bitboard b) { return b >> 8; } inline Bitboard forward_right_black(Bitboard b) { return b >> 7; } inline Bitboard forward_left_black(Bitboard b) { return b >> 9; } struct PawnOffsets { Bitboard Rank3BB, Rank8BB; Rank RANK_8; SquareDelta DELTA_N, DELTA_NE, DELTA_NW; Color us, them; typedef Bitboard (*Shift_fn)(Bitboard b); Shift_fn forward, forward_left, forward_right; }; const PawnOffsets WhitePawnOffsets = { Rank3BB, Rank8BB, RANK_8, DELTA_N, DELTA_NE, DELTA_NW, WHITE, BLACK, &forward_white, forward_left_white, forward_right_white }; const PawnOffsets BlackPawnOffsets = { Rank6BB, Rank1BB, RANK_1, DELTA_S, DELTA_SE, DELTA_SW, BLACK, WHITE, &forward_black, &forward_left_black, &forward_right_black }; int generate_castle_moves(const Position&, MoveStack*, Color); template int generate_pawn_captures(const Position&, MoveStack*); template int generate_pawn_noncaptures(const Position&, MoveStack*); template int generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*, int); template int generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); template int generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); template int generate_piece_checks(const Position&, Bitboard, Bitboard, Square, MoveStack*, int); template int generate_piece_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*, int); /// Templates are defined here to avoid lookup issues with specializations template 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++) { Square from = pos.piece_list(side, Piece, i); Bitboard b = pos.piece_attacks(from) & target; while (b) { Square to = pop_1st_bit(&b); mlist[n++].move = make_move(from, to); } } return n; } template 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(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(ksq) & pos.empty_squares(); while (b) { Square from = pop_1st_bit(&b); Bitboard bb = pos.piece_attacks(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(const Position& pos, Bitboard, Bitboard dc, Square ksq, MoveStack* mlist, int n) { if (bit_is_set(dc, ksq)) { Bitboard bb = pos.piece_attacks(ksq) & pos.empty_squares() & ~QueenPseudoAttacks[ksq]; while (bb) { Square to = pop_1st_bit(&bb); mlist[n++].move = make_move(ksq, to); } } return n; } template int generate_piece_blocking_evasions(const Position& pos, Bitboard b, Bitboard blockSquares, MoveStack* mlist, int n) { while (b) { Square from = pop_1st_bit(&b); Bitboard bb = pos.piece_attacks(from) & blockSquares; while (bb) { Square to = pop_1st_bit(&bb); mlist[n++].move = make_move(from, to); } } return n; } } //// //// Functions //// /// generate_captures generates() all pseudo-legal captures and queen /// promotions. The return value is the number of moves generated. int 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)); int n; if (us == WHITE) n = generate_pawn_captures(pos, mlist); else n = generate_pawn_captures(pos, mlist); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); return n; } /// 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) { assert(pos.is_ok()); assert(!pos.is_check()); Color us = pos.side_to_move(); Bitboard target = pos.empty_squares(); int n; if (us == WHITE) n = generate_pawn_noncaptures(pos, mlist); else n = generate_pawn_noncaptures(pos, mlist); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_piece_moves(pos, mlist+n, us, target); n += generate_castle_moves(pos, mlist+n, us); return n; } /// 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. 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)); 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(pos, dc, ksq, mlist, 0); else n = generate_pawn_checks(pos, dc, ksq, mlist, 0); // Pieces moves Bitboard b = pos.knights(us); if (b) n = generate_piece_checks(pos, b, dc, ksq, mlist, n); b = pos.bishops(us); if (b) n = generate_piece_checks(pos, b, dc, ksq, mlist, n); b = pos.rooks(us); if (b) n = generate_piece_checks(pos, b, dc, ksq, mlist, n); b = pos.queens(us); if (b) n = generate_piece_checks(pos, b, dc, ksq, mlist, n); // Hopefully we always have a king ;-) n = generate_piece_checks(pos, b, dc, pos.king_square(us), mlist, n); // TODO: Castling moves! return n; } /// generate_evasions() generates all check evasions when the side to move is /// in check. Unlike the other move generation functions, this one generates /// only legal moves. It returns the number of generated moves. This /// function is very ugly, and needs cleaning up some time later. FIXME int generate_evasions(const Position& pos, MoveStack* mlist) { assert(pos.is_ok()); assert(pos.is_check()); Color us = pos.side_to_move(); Color them = opposite_color(us); Square ksq = pos.king_square(us); Square from, to; int n = 0; assert(pos.piece_on(ksq) == king_of_color(us)); // Generate evasions for king Bitboard b1 = pos.piece_attacks(ksq) & ~pos.pieces_of_color(us); Bitboard b2 = pos.occupied_squares(); clear_bit(&b2, ksq); while (b1) { Square to = pop_1st_bit(&b1); // Make sure to is not attacked by the other side. This is a bit ugly, // because we can't use Position::square_is_attacked. Instead we use // the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard // b2 (the occupied squares with the king removed) in order to test whether // the king will remain in check on the destination square. if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them)) || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them)) || (pos.piece_attacks(to) & pos.knights(them)) || (pos.pawn_attacks(us, to) & pos.pawns(them)) || (pos.piece_attacks(to) & pos.kings(them)))) mlist[n++].move = make_move(ksq, to); } // Generate evasions for other pieces only if not double check. We use a // simple bit twiddling hack here rather than calling count_1s in order to // save some time (we know that pos.checkers() has at most two nonzero bits). Bitboard checkers = pos.checkers(); if (!(checkers & (checkers - 1))) // Only one bit set? { Square checksq = first_1(checkers); assert(pos.color_of_piece_on(checksq) == them); // Find pinned pieces Bitboard not_pinned = ~pos.pinned_pieces(us); // Generate captures of the checking piece // Pawn captures b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned; while (b1) { from = pop_1st_bit(&b1); if (relative_rank(us, checksq) == RANK_8) { mlist[n++].move = make_promotion_move(from, checksq, QUEEN); mlist[n++].move = make_promotion_move(from, checksq, ROOK); mlist[n++].move = make_promotion_move(from, checksq, BISHOP); mlist[n++].move = make_promotion_move(from, checksq, KNIGHT); } else mlist[n++].move = make_move(from, checksq); } // Pieces captures b1 = ( (pos.piece_attacks(checksq) & pos.knights(us)) | (pos.piece_attacks(checksq) & pos.bishops_and_queens(us)) | (pos.piece_attacks(checksq) & pos.rooks_and_queens(us)) ) & not_pinned; while (b1) { from = pop_1st_bit(&b1); mlist[n++].move = make_move(from, checksq); } // Blocking check evasions are possible only if the checking piece is // a slider if (checkers & pos.sliders()) { Bitboard blockSquares = squares_between(checksq, ksq); assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB); // Pawn moves. Because a blocking evasion can never be a capture, we // only generate pawn pushes. if (us == WHITE) n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); else n = generate_pawn_blocking_evasions(pos, not_pinned, blockSquares, mlist, n); // Pieces moves b1 = pos.knights(us) & not_pinned; if (b1) n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); b1 = pos.bishops(us) & not_pinned; if (b1) n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); b1 = pos.rooks(us) & not_pinned; if (b1) n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); b1 = pos.queens(us) & not_pinned; if (b1) n = generate_piece_blocking_evasions(pos, b1, blockSquares, mlist, n); } // Finally, the ugly special case of en passant captures. An en passant // capture can only be a check evasion if the check is not a discovered // check. If pos.ep_square() is set, the last move made must have been // a double pawn push. If, furthermore, the checking piece is a pawn, // an en passant check evasion may be possible. if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them))) { to = pos.ep_square(); b1 = pos.pawn_attacks(them, to) & pos.pawns(us); assert(b1 != EmptyBoardBB); b1 &= not_pinned; while (b1) { from = pop_1st_bit(&b1); // Before generating the move, we have to make sure it is legal. // This is somewhat tricky, because the two disappearing pawns may // cause new "discovered checks". We test this by removing the // two relevant bits from the occupied squares bitboard, and using // the low-level bitboard functions for bishop and rook attacks. b2 = pos.occupied_squares(); clear_bit(&b2, from); clear_bit(&b2, checksq); if (!( (bishop_attacks_bb(ksq, b2) & pos.bishops_and_queens(them)) ||(rook_attacks_bb(ksq, b2) & pos.rooks_and_queens(them)))) mlist[n++].move = make_ep_move(from, to); } } } return n; } /// generate_legal_moves() computes a complete list of legal moves in the /// current position. This function is not very fast, and should be used /// only in situations where performance is unimportant. It wouldn't be /// very hard to write an efficient legal move generator, but for the moment /// we don't need it. int generate_legal_moves(const Position& pos, MoveStack* mlist) { assert(pos.is_ok()); if (pos.is_check()) return generate_evasions(pos, mlist); // 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: for (int i = 0; i < n; i++) if (!pos.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 /// only be used when the side to move is not in check. Move generate_move_if_legal(const Position &pos, Move m, Bitboard pinned) { assert(pos.is_ok()); assert(!pos.is_check()); assert(move_is_ok(m)); Color us = pos.side_to_move(); Color them = opposite_color(us); Square from = move_from(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 MOVE_NONE; Square to = move_to(m); // En passant moves if (move_is_ep(m)) { // The piece must be a pawn and destination square must be the // en passant square. if ( type_of_piece(pc) != PAWN || to != pos.ep_square()) return MOVE_NONE; 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); } // Castling moves if (move_is_short_castle(m)) { // The piece must be a king and side to move must still have // the right to castle kingside. if ( type_of_piece(pc) != KING ||!pos.can_castle_kingside(us)) return MOVE_NONE; assert(from == pos.king_square(us)); assert(to == pos.initial_kr_square(us)); assert(pos.piece_on(to) == rook_of_color(us)); Square g1 = relative_square(us, SQ_G1); Square f1 = relative_square(us, SQ_F1); Square s; bool illegal = false; // Check if any of the squares between king and rook // is occupied or under attack. for (s = Min(from, g1); s <= Max(from, g1); s++) if ( (s != from && s != to && !pos.square_is_empty(s)) || pos.square_is_attacked(s, them)) illegal = true; // Check if any of the squares between king and rook // is occupied. for (s = Min(to, f1); s <= Max(to, f1); s++) if (s != from && s != to && !pos.square_is_empty(s)) illegal = true; return (!illegal ? m : MOVE_NONE); } if (move_is_long_castle(m)) { // The piece must be a king and side to move must still have // the right to castle kingside. if ( type_of_piece(pc) != KING ||!pos.can_castle_queenside(us)) return MOVE_NONE; assert(from == pos.king_square(us)); assert(to == pos.initial_qr_square(us)); assert(pos.piece_on(to) == rook_of_color(us)); Square c1 = relative_square(us, SQ_C1); Square d1 = relative_square(us, SQ_D1); Square s; bool illegal = false; for (s = Min(from, c1); s <= Max(from, c1); s++) if( (s != from && s != to && !pos.square_is_empty(s)) || pos.square_is_attacked(s, them)) illegal = true; for (s = Min(to, d1); s <= Max(to, d1); s++) if(s != from && s != to && !pos.square_is_empty(s)) illegal = true; if ( square_file(to) == FILE_B && ( pos.piece_on(to + DELTA_W) == rook_of_color(them) || pos.piece_on(to + DELTA_W) == queen_of_color(them))) illegal = true; return (!illegal ? m : MOVE_NONE); } // Normal moves // The destination square cannot be occupied by a friendly piece if (pos.color_of_piece_on(to) == us) return MOVE_NONE; // Proceed according to the type of the moving piece. 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; // Proceed according to the square delta between the source and // destionation squares. switch (to - from) { 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 MOVE_NONE; break; case DELTA_N: case DELTA_S: // Pawn push. The destination square must be empty. if (!pos.square_is_empty(to)) return MOVE_NONE; 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 MOVE_NONE; 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 MOVE_NONE; break; default: return MOVE_NONE; } // The move is pseudo-legal. Return it if it is legal. return (pos.move_is_legal(m) ? m : MOVE_NONE); } // 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); } namespace { template int generate_pawn_captures(const Position& pos, MoveStack* mlist) { static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets); Bitboard pawns = pos.pawns(ofs.us); Bitboard enemyPieces = pos.pieces_of_color(ofs.them); Square sq; int n = 0; // Captures in the a1-h8 (a8-h1 for black) direction Bitboard b1 = (ofs.forward_right)(pawns) & ~FileABB & enemyPieces; // Capturing promotions Bitboard b2 = b1 & ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, QUEEN); } // Capturing non-promotions b2 = b1 & ~ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_move(sq - ofs.DELTA_NE, sq); } // Captures in the h1-a8 (h8-a1 for black) direction b1 = (ofs.forward_left)(pawns) & ~FileHBB & enemyPieces; // Capturing promotions b2 = b1 & ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, QUEEN); } // Capturing non-promotions b2 = b1 & ~ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_move(sq - ofs.DELTA_NW, sq); } // Non-capturing promotions b1 = (ofs.forward)(pawns) & pos.empty_squares() & Rank8BB; while (b1) { sq = pop_1st_bit(&b1); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, QUEEN); } // En passant captures if (pos.ep_square() != SQ_NONE) { assert(ofs.us != WHITE || square_rank(pos.ep_square()) == RANK_6); assert(ofs.us != BLACK || square_rank(pos.ep_square()) == RANK_3); b1 = pawns & pos.pawn_attacks(ofs.them, pos.ep_square()); assert(b1 != EmptyBoardBB); while (b1) { sq = pop_1st_bit(&b1); mlist[n++].move = make_ep_move(sq, pos.ep_square()); } } return n; } template int generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) { static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets); Bitboard pawns = pos.pawns(ofs.us); Bitboard enemyPieces = pos.pieces_of_color(ofs.them); Bitboard emptySquares = pos.empty_squares(); Bitboard b1, b2; Square sq; int n = 0; // Underpromotion captures in the a1-h8 (a8-h1 for black) direction b1 = ofs.forward_right(pawns) & ~FileABB & enemyPieces & ofs.Rank8BB; while (b1) { sq = pop_1st_bit(&b1); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, ROOK); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, BISHOP); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NE, sq, KNIGHT); } // Underpromotion captures in the h1-a8 (h8-a1 for black) direction b1 = ofs.forward_left(pawns) & ~FileHBB & enemyPieces & ofs.Rank8BB; while (b1) { sq = pop_1st_bit(&b1); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, ROOK); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, BISHOP); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_NW, sq, KNIGHT); } // Single pawn pushes b1 = ofs.forward(pawns) & emptySquares; b2 = b1 & ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, ROOK); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, BISHOP); mlist[n++].move = make_promotion_move(sq - ofs.DELTA_N, sq, KNIGHT); } b2 = b1 & ~ofs.Rank8BB; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_move(sq - ofs.DELTA_N, sq); } // Double pawn pushes b2 = (ofs.forward(b1 & ofs.Rank3BB)) & emptySquares; while (b2) { sq = pop_1st_bit(&b2); mlist[n++].move = make_move(sq - ofs.DELTA_N - ofs.DELTA_N, sq); } return n; } int generate_castle_moves(const Position &pos, MoveStack *mlist, Color us) { int n = 0; if (pos.can_castle(us)) { Color them = opposite_color(us); Square ksq = pos.king_square(us); assert(pos.piece_on(ksq) == king_of_color(us)); if (pos.can_castle_kingside(us)) { Square rsq = pos.initial_kr_square(us); Square g1 = relative_square(us, SQ_G1); Square f1 = relative_square(us, SQ_F1); Square s; bool illegal = false; assert(pos.piece_on(rsq) == rook_of_color(us)); for (s = Min(ksq, g1); s <= Max(ksq, g1); s++) if ( (s != ksq && s != rsq && pos.square_is_occupied(s)) || pos.square_is_attacked(s, them)) illegal = true; for (s = Min(rsq, f1); s <= Max(rsq, f1); s++) if (s != ksq && s != rsq && pos.square_is_occupied(s)) illegal = true; if (!illegal) mlist[n++].move = make_castle_move(ksq, rsq); } if (pos.can_castle_queenside(us)) { Square rsq = pos.initial_qr_square(us); Square c1 = relative_square(us, SQ_C1); Square d1 = relative_square(us, SQ_D1); Square s; bool illegal = false; assert(pos.piece_on(rsq) == rook_of_color(us)); for (s = Min(ksq, c1); s <= Max(ksq, c1); s++) if ( (s != ksq && s != rsq && pos.square_is_occupied(s)) || pos.square_is_attacked(s, them)) illegal = true; for (s = Min(rsq, d1); s <= Max(rsq, d1); s++) if (s != ksq && s != rsq && pos.square_is_occupied(s)) illegal = true; if ( square_file(rsq) == FILE_B && ( pos.piece_on(relative_square(us, SQ_A1)) == rook_of_color(them) || pos.piece_on(relative_square(us, SQ_A1)) == queen_of_color(them))) illegal = true; if (!illegal) mlist[n++].move = make_castle_move(ksq, rsq); } } return n; } template int generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist, int n) { static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets); // 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; // Discovered checks, single pawn pushes b2 = b3 = (ofs.forward)(b1 & dc) & ~ofs.Rank8BB & empty; while (b3) { Square to = pop_1st_bit(&b3); mlist[n++].move = make_move(to - ofs.DELTA_N, to); } // Discovered checks, double pawn pushes b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty; while (b3) { Square to = pop_1st_bit(&b3); mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to); } // Direct checks. These are possible only for pawns on neighboring files // of the enemy king b1 &= (~dc & neighboring_files_bb(ksq)); // FIXME why ~dc ?? // Direct checks, single pawn pushes b2 = (ofs.forward)(b1) & empty; b3 = b2 & pos.pawn_attacks(ofs.them, ksq); while (b3) { Square to = pop_1st_bit(&b3); mlist[n++].move = make_move(to - ofs.DELTA_N, to); } // Direct checks, double pawn pushes b3 = (ofs.forward)(b2 & ofs.Rank3BB) & empty & pos.pawn_attacks(ofs.them, ksq); while (b3) { Square to = pop_1st_bit(&b3); mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to); } return n; } template int generate_pawn_blocking_evasions(const Position& pos, Bitboard not_pinned, Bitboard blockSquares, MoveStack* mlist, int n) { static const PawnOffsets ofs = (C == WHITE ? WhitePawnOffsets : BlackPawnOffsets); // Find non-pinned pawns Bitboard b1 = pos.pawns(ofs.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 = (ofs.forward)(b1) & blockSquares; while (b2) { Square to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); if (square_rank(to) == ofs.RANK_8) { mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, QUEEN); mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, ROOK); mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, BISHOP); mlist[n++].move = make_promotion_move(to - ofs.DELTA_N, to, KNIGHT); } else mlist[n++].move = make_move(to - ofs.DELTA_N, to); } // Double pawn pushes b2 = (ofs.forward)((ofs.forward)(b1) & pos.empty_squares() & ofs.Rank3BB) & blockSquares; while (b2) { Square to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); assert(ofs.us != WHITE || square_rank(to) == RANK_4); assert(ofs.us != BLACK || square_rank(to) == RANK_5); mlist[n++].move = make_move(to - ofs.DELTA_N - ofs.DELTA_N, to); } return n; } }