/* Stockfish, a UCI chess playing engine derived from Glaurung 2.1 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad 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 . */ #include #include #include "movegen.h" #include "position.h" /// Simple macro to wrap a very common while loop, no facny, no flexibility, /// hardcoded names 'mlist' and 'from'. #define SERIALIZE(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_PAWNS(b, d) while (b) { Square to = pop_1st_bit(&b); \ (*mlist++).move = make_move(to - (d), to); } namespace { enum CastlingSide { KING_SIDE, QUEEN_SIDE }; template MoveStack* generate_castle(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(~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(); occ ^= rfrom; if (pos.attackers_to(kto, occ) & enemies) return mlist; } (*mlist++).move = make_castle(kfrom, rfrom); if (OnlyChecks && !pos.move_gives_check((mlist - 1)->move, CheckInfo(pos))) mlist--; return mlist; } template inline Bitboard move_pawns(Bitboard p) { return Delta == DELTA_N ? p << 8 : Delta == DELTA_S ? p >> 8 : Delta == DELTA_NE ? (p & ~FileHBB) << 9 : Delta == DELTA_SE ? (p & ~FileHBB) >> 7 : Delta == DELTA_NW ? (p & ~FileABB) << 7 : Delta == DELTA_SW ? (p & ~FileABB) >> 9 : 0; } template inline MoveStack* generate_promotions(MoveStack* mlist, Bitboard pawnsOn7, Bitboard target, Square ksq) { Bitboard b = move_pawns(pawnsOn7) & target; while (b) { Square 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_QUIET || 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-promotion is the only one that can give a direct check not // already included in the queen-promotion. if (Type == MV_QUIET_CHECK && (StepAttacksBB[W_KNIGHT][to] & ksq)) (*mlist++).move = make_promotion(to - Delta, to, KNIGHT); else (void)ksq; // Silence a warning under MSVC } return mlist; } template MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq = SQ_NONE) { // Compute 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 TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); 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 = (Us == WHITE ? DELTA_NE : DELTA_SW); const Square LEFT = (Us == WHITE ? DELTA_NW : DELTA_SE); Bitboard b1, b2, dc1, dc2, emptySquares; Bitboard pawnsOn7 = pos.pieces(PAWN, Us) & TRank7BB; Bitboard pawnsNotOn7 = pos.pieces(PAWN, Us) & ~TRank7BB; Bitboard enemies = (Type == MV_EVASION ? pos.pieces(Them) & target: Type == MV_CAPTURE ? target : pos.pieces(Them)); // Single and double pawn pushes, no promotions if (Type != MV_CAPTURE) { emptySquares = (Type == MV_QUIET ? target : pos.empty_squares()); b1 = move_pawns(pawnsNotOn7) & emptySquares; b2 = move_pawns(b1 & TRank3BB) & emptySquares; if (Type == MV_EVASION) // Consider only blocking squares { b1 &= target; b2 &= target; } if (Type == MV_QUIET_CHECK) { b1 &= pos.attacks_from(ksq, Them); b2 &= pos.attacks_from(ksq, Them); // Add pawn pushes 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. Note that a possible discovery check // promotion has been already generated among captures. if (pawnsNotOn7 & target) // Target is dc bitboard { dc1 = move_pawns(pawnsNotOn7 & target) & emptySquares & ~file_bb(ksq); dc2 = move_pawns(dc1 & TRank3BB) & emptySquares; b1 |= dc1; b2 |= dc2; } } SERIALIZE_PAWNS(b1, UP); SERIALIZE_PAWNS(b2, UP + UP); } // Promotions and underpromotions if (pawnsOn7 && (Type != MV_EVASION || (target & TRank8BB))) { if (Type == MV_CAPTURE) emptySquares = pos.empty_squares(); if (Type == MV_EVASION) emptySquares &= target; mlist = generate_promotions(mlist, pawnsOn7, enemies, ksq); mlist = generate_promotions(mlist, pawnsOn7, enemies, ksq); mlist = generate_promotions(mlist, pawnsOn7, emptySquares, ksq); } // Standard and en-passant captures if (Type == MV_CAPTURE || Type == MV_EVASION || Type == MV_NON_EVASION) { b1 = move_pawns(pawnsNotOn7) & enemies; b2 = move_pawns(pawnsNotOn7) & enemies; SERIALIZE_PAWNS(b1, RIGHT); SERIALIZE_PAWNS(b2, LEFT); if (pos.ep_square() != SQ_NONE) { assert(rank_of(pos.ep_square()) == relative_rank(Us, RANK_6)); // 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 && !(target & (pos.ep_square() - UP))) return mlist; b1 = pawnsNotOn7 & pos.attacks_from(pos.ep_square(), Them); assert(b1); while (b1) (*mlist++).move = make_enpassant(pop_1st_bit(&b1), pos.ep_square()); } } return mlist; } template inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us, const CheckInfo& ci) { assert(Pt != KING && Pt != PAWN); Bitboard b, target; Square from; const Square* pl = pos.piece_list(us, Pt); if (*pl != SQ_NONE) { target = ci.checkSq[Pt] & pos.empty_squares(); // Non capture checks only do { from = *pl; if ( (Pt == BISHOP || Pt == ROOK || Pt == QUEEN) && !(PseudoAttacks[Pt][from] & target)) continue; if (ci.dcCandidates && (ci.dcCandidates & from)) continue; b = pos.attacks_from(from) & target; SERIALIZE(b); } while (*++pl != SQ_NONE); } return mlist; } template FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { assert(Pt != KING && Pt != PAWN); Bitboard b; Square from; const Square* pl = pos.piece_list(us, Pt); if (*pl != SQ_NONE) do { from = *pl; b = pos.attacks_from(from) & target; SERIALIZE(b); } while (*++pl != SQ_NONE); return mlist; } template<> FORCE_INLINE MoveStack* generate_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) { Square from = pos.king_square(us); Bitboard b = pos.attacks_from(from) & target; SERIALIZE(b); return mlist; } } // namespace /// generate generates all pseudo-legal captures and queen /// promotions. Returns a pointer to the end of the move list. /// /// generate generates all pseudo-legal non-captures and /// underpromotions. Returns a pointer to the end of the move list. /// /// generate generates all pseudo-legal captures and /// non-captures. Returns a pointer to the end of the move list. template MoveStack* generate(const Position& pos, MoveStack* mlist) { assert(Type == MV_CAPTURE || Type == MV_QUIET || Type == MV_NON_EVASION); assert(!pos.in_check()); Color us = pos.side_to_move(); Bitboard target; if (Type == MV_CAPTURE) target = pos.pieces(~us); else if (Type == MV_QUIET) target = pos.empty_squares(); else if (Type == MV_NON_EVASION) target = pos.pieces(~us) | pos.empty_squares(); mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, target) : generate_pawn_moves(pos, mlist, target)); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); if (Type != MV_CAPTURE && pos.can_castle(us)) { mlist = generate_castle(pos, mlist, us); mlist = generate_castle(pos, mlist, us); } return mlist; } // Explicit template instantiations template MoveStack* generate(const Position& pos, MoveStack* mlist); template MoveStack* generate(const Position& pos, MoveStack* mlist); template MoveStack* generate(const Position& pos, MoveStack* mlist); /// generate generates all pseudo-legal non-captures and knight /// underpromotions that give check. Returns a pointer to the end of the move list. template<> MoveStack* generate(const Position& pos, MoveStack* mlist) { assert(!pos.in_check()); Color us = pos.side_to_move(); CheckInfo ci(pos); Bitboard dc = ci.dcCandidates; while (dc) { Square from = pop_1st_bit(&dc); PieceType pt = type_of(pos.piece_on(from)); if (pt == PAWN) continue; // Will be generated togheter with direct checks Bitboard b = pos.attacks_from(Piece(pt), from) & pos.empty_squares(); if (pt == KING) b &= ~PseudoAttacks[QUEEN][ci.ksq]; SERIALIZE(b); } mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, ci.dcCandidates, ci.ksq) : generate_pawn_moves(pos, mlist, ci.dcCandidates, ci.ksq)); mlist = generate_direct_checks(pos, mlist, us, ci); mlist = generate_direct_checks(pos, mlist, us, ci); mlist = generate_direct_checks(pos, mlist, us, ci); mlist = generate_direct_checks(pos, mlist, us, ci); if (pos.can_castle(us)) { mlist = generate_castle(pos, mlist, us); mlist = generate_castle(pos, mlist, us); } return mlist; } /// generate generates all pseudo-legal check evasions when the side /// to move is in check. Returns a pointer to the end of the move list. template<> MoveStack* generate(const Position& pos, MoveStack* mlist) { assert(pos.in_check()); Bitboard b, target; Square from, checksq; int checkersCnt = 0; Color us = pos.side_to_move(); Square ksq = pos.king_square(us); Bitboard sliderAttacks = 0; Bitboard checkers = pos.checkers(); assert(checkers); // Find squares attacked by slider checkers, we will remove them from the king // evasions so to skip known illegal moves avoiding useless legality check later. b = checkers; do { checkersCnt++; checksq = pop_1st_bit(&b); assert(color_of(pos.piece_on(checksq)) == ~us); switch (type_of(pos.piece_on(checksq))) { case BISHOP: sliderAttacks |= PseudoAttacks[BISHOP][checksq]; break; case ROOK: sliderAttacks |= PseudoAttacks[ROOK][checksq]; break; case QUEEN: // If queen and king are far or not on a diagonal line we can safely // remove all the squares attacked in the other direction becuase are // not reachable by the king anyway. if (squares_between(ksq, checksq) || !(PseudoAttacks[BISHOP][checksq] & ksq)) sliderAttacks |= PseudoAttacks[QUEEN][checksq]; // Otherwise we need to use real rook attacks to check if king is safe // to move in the other direction. For example: king in B2, queen in A1 // a knight in B1, and we can safely move to C1. else sliderAttacks |= PseudoAttacks[BISHOP][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(us) & ~sliderAttacks; from = ksq; SERIALIZE(b); // Generate evasions for other pieces only if not under a double check if (checkersCnt > 1) return mlist; // Blocking evasions or captures of the checking piece target = squares_between(checksq, ksq) | checkers; mlist = (us == WHITE ? generate_pawn_moves(pos, mlist, target) : generate_pawn_moves(pos, mlist, target)); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); mlist = generate_moves(pos, mlist, us, target); return generate_moves(pos, mlist, us, target); } /// generate generates all the legal moves in the given position template<> MoveStack* generate(const Position& pos, MoveStack* mlist) { MoveStack *last, *cur = mlist; Bitboard pinned = pos.pinned_pieces(); last = pos.in_check() ? generate(pos, mlist) : generate(pos, mlist); while (cur != last) if (!pos.pl_move_is_legal(cur->move, pinned)) cur->move = (--last)->move; else cur++; return last; }