/* 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)) //// //// Local definitions //// namespace { enum CastlingSide { KING_SIDE, QUEEN_SIDE }; enum MoveType { CAPTURE, NON_CAPTURE }; // Functions bool castling_is_check(const Position&, CastlingSide); // Helper templates template MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist); template MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*); template MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist); template MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces); template MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist); template MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*); 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 generate_piece_checks() with specializations template MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square); template<> inline MoveStack* generate_piece_checks(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) { return (us == WHITE ? generate_pawn_checks(p, dc, ksq, m) : generate_pawn_checks(p, dc, ksq, m)); } // Template generate_piece_moves() with specializations and overloads template MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard); template<> MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard); template inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) { assert(Piece == PAWN); if (Type == CAPTURE) return (us == WHITE ? generate_pawn_captures(p, m) : generate_pawn_captures(p, m)); else return (us == WHITE ? generate_pawn_noncaptures(p, m) : generate_pawn_noncaptures(p, m)); } template MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard); template<> inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t, Bitboard pnd) { return (us == WHITE ? generate_pawn_blocking_evasions(p, pnd, t, m) : generate_pawn_blocking_evasions(p, pnd, t, m)); } } //// //// 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)); MoveStack* mlist_start = mlist; 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); mlist = generate_piece_moves(pos, mlist, us, target); return int(mlist - mlist_start); } /// 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(); MoveStack* mlist_start = mlist; mlist = generate_piece_moves(pos, mlist, 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); mlist = generate_castle_moves(pos, mlist); mlist = generate_castle_moves(pos, mlist); return int(mlist - mlist_start); } /// generate_non_capture_checks() generates all pseudo-legal non-capturing, /// non-promoting checks. It returns the number of generated moves. int 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)); MoveStack* mlist_start = mlist; assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING)); // Pieces moves mlist = generate_piece_checks(pos, mlist, us, dc, ksq); mlist = generate_piece_checks(pos, mlist, us, dc, ksq); mlist = generate_piece_checks(pos, mlist, us, dc, ksq); mlist = generate_piece_checks(pos, mlist, us, dc, ksq); mlist = generate_piece_checks(pos, mlist, us, dc, ksq); mlist = generate_piece_checks(pos, mlist, us, dc, ksq); // Castling moves that give check. Very rare but nice to have! if ( pos.can_castle_queenside(us) && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_D) && castling_is_check(pos, QUEEN_SIDE)) mlist = generate_castle_moves(pos, mlist); if ( pos.can_castle_kingside(us) && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_F) && castling_is_check(pos, KING_SIDE)) mlist = generate_castle_moves(pos, mlist); return int(mlist - mlist_start); } /// 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. int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) { 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); MoveStack* mlist_start = mlist; assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING)); // The bitboard of occupied pieces without our king Bitboard b_noKing = pos.occupied_squares(); clear_bit(&b_noKing, ksq); // Find squares attacked by slider checkers, we will // remove them from king evasions set so to avoid a couple // of cycles in the slow king evasions legality check loop // and to be able to use square_is_attacked(). Bitboard checkers = pos.checkers(); Bitboard checkersAttacks = EmptyBoardBB; Bitboard b = checkers & (pos.queens() | pos.bishops()); while (b) { from = pop_1st_bit(&b); checkersAttacks |= bishop_attacks_bb(from, b_noKing); } b = checkers & (pos.queens() | pos.rooks()); while (b) { from = pop_1st_bit(&b); checkersAttacks |= rook_attacks_bb(from, b_noKing); } // Generate evasions for king Bitboard b1 = pos.piece_attacks(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks; while (b1) { to = pop_1st_bit(&b1); // Note that we can use square_is_attacked() only because we // have already removed slider checkers. if (!pos.square_is_attacked(to, them)) (*mlist++).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). if (!(checkers & (checkers - 1))) // Only one bit set? { Square checksq = first_1(checkers); assert(pos.color_of_piece_on(checksq) == them); // Generate captures of the checking piece // Pawn captures b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned; while (b1) { from = pop_1st_bit(&b1); if (relative_rank(us, checksq) == RANK_8) { (*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++).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)) ) & ~pinned; while (b1) { from = pop_1st_bit(&b1); (*mlist++).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); if (blockSquares != EmptyBoardBB) { mlist = generate_piece_moves(pos, mlist, us, blockSquares, pinned); mlist = generate_piece_moves(pos, mlist, us, blockSquares, pinned); mlist = generate_piece_moves(pos, mlist, us, blockSquares, pinned); mlist = generate_piece_moves(pos, mlist, us, blockSquares, pinned); mlist = generate_piece_moves(pos, mlist, us, blockSquares, pinned); } } // Finally, the 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); // The checking pawn cannot be a discovered (bishop) check candidate // otherwise we were in check also before last double push move. assert(!bit_is_set(pos.discovered_check_candidates(them), checksq)); assert(count_1s(b1) == 1 || count_1s(b1) == 2); b1 &= ~pinned; while (b1) { from = pop_1st_bit(&b1); // Move is always legal because checking pawn is not a discovered // check candidate and our capturing pawn has been already tested // against pinned pieces. (*mlist++).move = make_ep_move(from, to); } } } return int(mlist - mlist_start); } /// 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()); Bitboard pinned = pos.pinned_pieces(pos.side_to_move()); if (pos.is_check()) return generate_evasions(pos, mlist, pinned); // Generate pseudo-legal moves int n = generate_captures(pos, mlist); n += generate_noncaptures(pos, mlist + n); // Remove illegal moves from the list for (int i = 0; i < n; i++) if (!pos.pl_move_is_legal(mlist[i].move, pinned)) mlist[i--].move = mlist[--n].move; return n; } /// 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. 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); 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 false; 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 false; assert(pos.square_is_empty(to)); assert(pos.piece_on(to - pawn_push(us)) == piece_of_color_and_type(them, PAWN)); // The move is pseudo-legal, check if it is also legal return pos.pl_move_is_legal(m, pinned); } // 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 false; assert(from == pos.king_square(us)); assert(to == pos.initial_kr_square(us)); assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK)); 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; } 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 false; assert(from == pos.king_square(us)); assert(to == pos.initial_qr_square(us)); assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK)); 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) == piece_of_color_and_type(them, ROOK) || pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, QUEEN))) illegal = true; return !illegal; } // Normal moves // The destination square cannot be occupied by a friendly piece if (pos.color_of_piece_on(to) == us) return false; // Proceed according to the type of the moving piece. 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; // 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 false; // Proceed according to the square delta between the source and // destionation 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 ( pos.piece_attacks_square(pos.piece_on(from), from, to) && pos.pl_move_is_legal(m, pinned) && !move_promotion(m)); } namespace { template 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++) { from = pos.piece_list(us, Piece, i); b = pos.piece_attacks(from) & target; SERIALIZE_MOVES(b); } return mlist; } template MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target, Bitboard pinned) { Square from; Bitboard b; for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++) { from = pos.piece_list(us, Piece, i); if (pinned && bit_is_set(pinned, from)) continue; b = pos.piece_attacks(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.piece_attacks(from) & target; SERIALIZE_MOVES(b); return mlist; } template MoveStack* generate_pawn_captures_diagonal(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) { // 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 Bitboard b2 = b1 & TRank8BB; while (b2) { to = pop_1st_bit(&b2); (*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN); } // Capturing non-promotions b2 = b1 & ~TRank8BB; while (b2) { to = pop_1st_bit(&b2); (*mlist++).move = make_move(to - TTDELTA_NE, to); } return mlist; } template MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) { // Calculate our parametrized parameters at compile time const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S); Square to; Bitboard pawns = pos.pawns(Us); Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us)); // Standard captures and capturing promotions in both directions mlist = generate_pawn_captures_diagonal(mlist, pawns, enemyPieces); mlist = generate_pawn_captures_diagonal(mlist, pawns, enemyPieces); // Non-capturing promotions Bitboard b1 = move_pawns(pawns) & pos.empty_squares() & TRank8BB; while (b1) { 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(Us != WHITE || square_rank(pos.ep_square()) == RANK_6); assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3); b1 = pawns & pos.pawn_attacks(Them, pos.ep_square()); assert(b1 != EmptyBoardBB); while (b1) { to = pop_1st_bit(&b1); (*mlist++).move = make_ep_move(to, pos.ep_square()); } } return mlist; } template MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) { // Calculate our parametrized parameters at compile time const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE); const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW); const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S); Bitboard b1, b2; Square to; Bitboard pawns = pos.pawns(Us); Bitboard enemyPieces = pos.pieces_of_color(opposite_color(Us)); Bitboard emptySquares = pos.empty_squares(); // Underpromotion captures in the a1-h8 (a8-h1 for black) direction b1 = move_pawns(pawns) & ~FileABB & enemyPieces & TRank8BB; while (b1) { 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 = move_pawns(pawns) & ~FileHBB & enemyPieces & TRank8BB; while (b1) { 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 = move_pawns(pawns) & emptySquares; b2 = b1 & TRank8BB; while (b2) { 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 & ~TRank8BB; while (b2) { to = pop_1st_bit(&b2); (*mlist++).move = make_move(to - TDELTA_N, to); } // Double pawn pushes b2 = move_pawns(b1 & TRank3BB) & emptySquares; while (b2) { to = pop_1st_bit(&b2); (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to); } return mlist; } template MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist) { // Calculate our parametrized parameters at compile time const Color Them = (Us == WHITE ? BLACK : WHITE); const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S); const SquareDelta TDELTA_S = (Us == WHITE ? DELTA_S : DELTA_N); Bitboard b1, b2, b3; Bitboard pawns = pos.pawns(Us); if (dc & pawns) { Bitboard empty = pos.empty_squares(); // 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. b1 = pawns & ~file_bb(ksq); // Discovered checks, single pawn pushes, no promotions b2 = b3 = move_pawns(b1 & dc) & empty & ~TRank8BB; while (b3) { Square to = pop_1st_bit(&b3); (*mlist++).move = make_move(to - TDELTA_N, to); } // Discovered checks, double pawn pushes b3 = move_pawns(b2 & TRank3BB) & empty; while (b3) { Square to = pop_1st_bit(&b3); (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to); } } // Direct checks. These are possible only for pawns on neighboring files // and in the two ranks that, after the push, are in front of the enemy king. b1 = pawns & neighboring_files_bb(ksq) & ~dc; b2 = rank_bb(ksq + 2 * TDELTA_S) | rank_bb(ksq + 3 * TDELTA_S); b1 &= b2; if (!b1) return mlist; // Direct checks, single pawn pushes Bitboard empty = pos.empty_squares(); b2 = move_pawns(b1) & empty; b3 = b2 & pos.pawn_attacks(Them, ksq); while (b3) { Square to = pop_1st_bit(&b3); (*mlist++).move = make_move(to - TDELTA_N, to); } // Direct checks, double pawn pushes b3 = move_pawns(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq); while (b3) { Square to = pop_1st_bit(&b3); (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to); } return mlist; } template MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us, Bitboard dc, Square ksq) { Bitboard target = pos.pieces_of_color_and_type(us, Piece); // Discovered checks Bitboard b = target & dc; while (b) { Square from = pop_1st_bit(&b); Bitboard bb = pos.piece_attacks(from) & pos.empty_squares(); if (Piece == KING) bb &= ~QueenPseudoAttacks[ksq]; SERIALIZE_MOVES(bb); } // Direct checks b = target & ~dc; if (Piece != KING || b) { Bitboard checkSqs = pos.piece_attacks(ksq) & pos.empty_squares(); if (!checkSqs) return mlist; while (b) { Square from = pop_1st_bit(&b); if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs)) || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs)) || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs))) continue; Bitboard bb = pos.piece_attacks(from) & checkSqs; SERIALIZE_MOVES(bb); } } return mlist; } template MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned, Bitboard blockSquares, MoveStack* mlist) { // Calculate our parametrized parameters at compile time const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB); const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB); const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S); Square to; // Find non-pinned pawns and push them one square Bitboard b1 = move_pawns(pos.pawns(Us) & ~pinned); // We don't have to AND with empty squares here, // because the blocking squares will always be empty. Bitboard b2 = b1 & blockSquares; while (b2) { to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); if (square_rank(to) == TRank8BB) { (*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++).move = make_move(to - TDELTA_N, to); } // Double pawn pushes b2 = b1 & pos.empty_squares() & TRank3BB; b2 = move_pawns(b2) & blockSquares; while (b2) { to = pop_1st_bit(&b2); assert(pos.piece_on(to) == EMPTY); assert(Us != WHITE || square_rank(to) == RANK_4); assert(Us != BLACK || square_rank(to) == RANK_5); (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to); } 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.square_is_attacked(s, 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; } bool castling_is_check(const Position& pos, CastlingSide side) { // After castling opponent king is attacked by the castled rook? File rookFile = (side == QUEEN_SIDE ? FILE_D : FILE_F); Color us = pos.side_to_move(); Square ksq = pos.king_square(us); Bitboard occ = pos.occupied_squares(); clear_bit(&occ, ksq); // Remove our king from the board Square rsq = make_square(rookFile, square_rank(ksq)); return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us))); } }