Fix missing pawn color check in move_is_legal()
[qgit4/redivivus.git] / src / movegen.cpp
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1 /*
2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author) Copyright (C) 2008 Marco Costalba
5 Stockfish is free software: you can redistribute it and/or modify
6 it under the terms of the GNU General Public License as published by
7 the Free Software Foundation, either version 3 of the License, or
8 (at your option) any later version.
10 Stockfish is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
13 GNU General Public License for more details.
15 You should have received a copy of the GNU General Public License
16 along with this program. If not, see <http://www.gnu.org/licenses/>.
20 ////
21 //// Includes
22 ////
24 #include <cassert>
26 #include "movegen.h"
28 // Simple macro to wrap a very common while loop, no facny, no flexibility,
29 // hardcoded list name 'mlist' and from square 'from'.
30 #define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
32 ////
33 //// Local definitions
34 ////
36 namespace {
38 enum CastlingSide {
39 KING_SIDE,
40 QUEEN_SIDE
43 enum MoveType {
44 CAPTURE,
45 NON_CAPTURE
48 // Functions
49 bool castling_is_check(const Position&, CastlingSide);
51 // Helper templates
52 template<CastlingSide Side>
53 MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist);
55 template<Color Us, Rank, Bitboard, SquareDelta>
56 MoveStack* generate_pawn_blocking_evasions(const Position&, Bitboard, Bitboard, MoveStack*);
58 template<Color, Color, Bitboard, SquareDelta, SquareDelta, SquareDelta>
59 MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist);
61 template<Color, Color, Bitboard, Bitboard, SquareDelta, SquareDelta, SquareDelta>
62 MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist);
64 template<Color, Color, Bitboard, Bitboard, SquareDelta>
65 MoveStack* generate_pawn_checks(const Position&, Bitboard, Square, MoveStack*);
67 template<Color Us, SquareDelta Direction>
68 inline Bitboard move_pawns(Bitboard p) {
70 if (Direction == DELTA_N)
71 return Us == WHITE ? p << 8 : p >> 8;
72 else if (Direction == DELTA_NE)
73 return Us == WHITE ? p << 9 : p >> 7;
74 else if (Direction == DELTA_NW)
75 return Us == WHITE ? p << 7 : p >> 9;
76 else
77 return p;
80 // Template generate_piece_checks() with specializations
81 template<PieceType>
82 MoveStack* generate_piece_checks(const Position&, MoveStack*, Color, Bitboard, Square);
84 template<>
85 inline MoveStack* generate_piece_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
87 if (us == WHITE)
88 return generate_pawn_checks<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_N>(p, dc, ksq, m);
89 else
90 return generate_pawn_checks<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_S>(p, dc, ksq, m);
94 // Template generate_piece_moves() with specializations and overloads
95 template<PieceType>
96 MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard);
98 template<>
99 MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
101 template<PieceType Piece, MoveType Type>
102 inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us) {
104 assert(Piece == PAWN);
106 if (Type == CAPTURE)
107 return (us == WHITE ? generate_pawn_captures<WHITE, BLACK, Rank8BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
108 : generate_pawn_captures<BLACK, WHITE, Rank1BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
109 else
110 return (us == WHITE ? generate_pawn_noncaptures<WHITE, BLACK, Rank8BB, Rank3BB, DELTA_NE, DELTA_NW, DELTA_N>(p, m)
111 : generate_pawn_noncaptures<BLACK, WHITE, Rank1BB, Rank6BB, DELTA_SE, DELTA_SW, DELTA_S>(p, m));
114 template<PieceType>
115 MoveStack* generate_piece_moves(const Position&, MoveStack*, Color us, Bitboard, Bitboard);
117 template<>
118 inline MoveStack* generate_piece_moves<PAWN>(const Position& p, MoveStack* m,
119 Color us, Bitboard t, Bitboard pnd) {
120 if (us == WHITE)
121 return generate_pawn_blocking_evasions<WHITE, RANK_8, Rank3BB, DELTA_N>(p, pnd, t, m);
122 else
123 return generate_pawn_blocking_evasions<BLACK, RANK_1, Rank6BB, DELTA_S>(p, pnd, t, m);
128 ////
129 //// Functions
130 ////
133 /// generate_captures generates() all pseudo-legal captures and queen
134 /// promotions. The return value is the number of moves generated.
136 int generate_captures(const Position& pos, MoveStack* mlist) {
138 assert(pos.is_ok());
139 assert(!pos.is_check());
141 Color us = pos.side_to_move();
142 Bitboard target = pos.pieces_of_color(opposite_color(us));
143 MoveStack* mlist_start = mlist;
145 mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
146 mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
147 mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
148 mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
149 mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us);
150 mlist = generate_piece_moves<KING>(pos, mlist, us, target);
151 return int(mlist - mlist_start);
155 /// generate_noncaptures() generates all pseudo-legal non-captures and
156 /// underpromotions. The return value is the number of moves generated.
158 int generate_noncaptures(const Position& pos, MoveStack* mlist) {
160 assert(pos.is_ok());
161 assert(!pos.is_check());
163 Color us = pos.side_to_move();
164 Bitboard target = pos.empty_squares();
165 MoveStack* mlist_start = mlist;
167 mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us);
168 mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
169 mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
170 mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
171 mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
172 mlist = generate_piece_moves<KING>(pos, mlist, us, target);
173 mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
174 mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
175 return int(mlist - mlist_start);
179 /// generate_non_capture_checks() generates all pseudo-legal non-capturing,
180 /// non-promoting checks. It returns the number of generated moves.
182 int generate_non_capture_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
184 assert(pos.is_ok());
185 assert(!pos.is_check());
187 Color us = pos.side_to_move();
188 Square ksq = pos.king_square(opposite_color(us));
189 MoveStack* mlist_start = mlist;
191 assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
193 // Pieces moves
194 mlist = generate_piece_checks<PAWN>(pos, mlist, us, dc, ksq);
195 mlist = generate_piece_checks<KNIGHT>(pos, mlist, us, dc, ksq);
196 mlist = generate_piece_checks<BISHOP>(pos, mlist, us, dc, ksq);
197 mlist = generate_piece_checks<ROOK>(pos, mlist, us, dc, ksq);
198 mlist = generate_piece_checks<QUEEN>(pos, mlist, us, dc, ksq);
199 mlist = generate_piece_checks<KING>(pos, mlist, us, dc, ksq);
201 // Castling moves that give check. Very rare but nice to have!
202 if ( pos.can_castle_queenside(us)
203 && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_D)
204 && castling_is_check(pos, QUEEN_SIDE))
205 mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist);
207 if ( pos.can_castle_kingside(us)
208 && (square_rank(ksq) == square_rank(pos.king_square(us)) || square_file(ksq) == FILE_F)
209 && castling_is_check(pos, KING_SIDE))
210 mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
212 return int(mlist - mlist_start);
216 /// generate_evasions() generates all check evasions when the side to move is
217 /// in check. Unlike the other move generation functions, this one generates
218 /// only legal moves. It returns the number of generated moves.
220 int generate_evasions(const Position& pos, MoveStack* mlist, Bitboard pinned) {
222 assert(pos.is_ok());
223 assert(pos.is_check());
225 Square from, to;
226 Color us = pos.side_to_move();
227 Color them = opposite_color(us);
228 Square ksq = pos.king_square(us);
229 MoveStack* mlist_start = mlist;
231 assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
233 // The bitboard of occupied pieces without our king
234 Bitboard b_noKing = pos.occupied_squares();
235 clear_bit(&b_noKing, ksq);
237 // Find squares attacked by slider checkers, we will
238 // remove them from king evasions set so to avoid a couple
239 // of cycles in the slow king evasions legality check loop
240 // and to be able to use square_is_attacked().
241 Bitboard checkers = pos.checkers();
242 Bitboard checkersAttacks = EmptyBoardBB;
243 Bitboard b = checkers & (pos.queens() | pos.bishops());
244 while (b)
246 from = pop_1st_bit(&b);
247 checkersAttacks |= bishop_attacks_bb(from, b_noKing);
250 b = checkers & (pos.queens() | pos.rooks());
251 while (b)
253 from = pop_1st_bit(&b);
254 checkersAttacks |= rook_attacks_bb(from, b_noKing);
257 // Generate evasions for king
258 Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
259 while (b1)
261 to = pop_1st_bit(&b1);
262 // Note that we can use square_is_attacked() only because we
263 // have already removed slider checkers.
264 if (!pos.square_is_attacked(to, them))
265 (*mlist++).move = make_move(ksq, to);
268 // Generate evasions for other pieces only if not double check. We use a
269 // simple bit twiddling hack here rather than calling count_1s in order to
270 // save some time (we know that pos.checkers() has at most two nonzero bits).
271 if (!(checkers & (checkers - 1))) // Only one bit set?
273 Square checksq = first_1(checkers);
275 assert(pos.color_of_piece_on(checksq) == them);
277 // Generate captures of the checking piece
279 // Pawn captures
280 b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & ~pinned;
281 while (b1)
283 from = pop_1st_bit(&b1);
284 if (relative_rank(us, checksq) == RANK_8)
286 (*mlist++).move = make_promotion_move(from, checksq, QUEEN);
287 (*mlist++).move = make_promotion_move(from, checksq, ROOK);
288 (*mlist++).move = make_promotion_move(from, checksq, BISHOP);
289 (*mlist++).move = make_promotion_move(from, checksq, KNIGHT);
290 } else
291 (*mlist++).move = make_move(from, checksq);
294 // Pieces captures
295 b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
296 | (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
297 | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & ~pinned;
299 while (b1)
301 from = pop_1st_bit(&b1);
302 (*mlist++).move = make_move(from, checksq);
305 // Blocking check evasions are possible only if the checking piece is
306 // a slider.
307 if (checkers & pos.sliders())
309 Bitboard blockSquares = squares_between(checksq, ksq);
311 assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
313 if (blockSquares != EmptyBoardBB)
315 mlist = generate_piece_moves<PAWN>(pos, mlist, us, blockSquares, pinned);
316 mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, blockSquares, pinned);
317 mlist = generate_piece_moves<BISHOP>(pos, mlist, us, blockSquares, pinned);
318 mlist = generate_piece_moves<ROOK>(pos, mlist, us, blockSquares, pinned);
319 mlist = generate_piece_moves<QUEEN>(pos, mlist, us, blockSquares, pinned);
323 // Finally, the special case of en passant captures. An en passant
324 // capture can only be a check evasion if the check is not a discovered
325 // check. If pos.ep_square() is set, the last move made must have been
326 // a double pawn push. If, furthermore, the checking piece is a pawn,
327 // an en passant check evasion may be possible.
328 if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them)))
330 to = pos.ep_square();
331 b1 = pos.pawn_attacks(them, to) & pos.pawns(us);
333 // The checking pawn cannot be a discovered (bishop) check candidate
334 // otherwise we were in check also before last double push move.
335 assert(!bit_is_set(pos.discovered_check_candidates(them), checksq));
336 assert(count_1s(b1) == 1 || count_1s(b1) == 2);
338 b1 &= ~pinned;
339 while (b1)
341 from = pop_1st_bit(&b1);
342 // Move is always legal because checking pawn is not a discovered
343 // check candidate and our capturing pawn has been already tested
344 // against pinned pieces.
345 (*mlist++).move = make_ep_move(from, to);
349 return int(mlist - mlist_start);
353 /// generate_legal_moves() computes a complete list of legal moves in the
354 /// current position. This function is not very fast, and should be used
355 /// only in situations where performance is unimportant. It wouldn't be
356 /// very hard to write an efficient legal move generator, but for the moment
357 /// we don't need it.
359 int generate_legal_moves(const Position& pos, MoveStack* mlist) {
361 assert(pos.is_ok());
363 Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
365 if (pos.is_check())
366 return generate_evasions(pos, mlist, pinned);
368 // Generate pseudo-legal moves
369 int n = generate_captures(pos, mlist);
370 n += generate_noncaptures(pos, mlist + n);
372 // Remove illegal moves from the list
373 for (int i = 0; i < n; i++)
374 if (!pos.pl_move_is_legal(mlist[i].move, pinned))
375 mlist[i--].move = mlist[--n].move;
377 return n;
381 /// move_is_legal() takes a position and a (not necessarily pseudo-legal)
382 /// move and a pinned pieces bitboard as input, and tests whether
383 /// the move is legal. If the move is legal, the move itself is
384 /// returned. If not, the function returns false. This function must
385 /// only be used when the side to move is not in check.
387 bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
389 assert(pos.is_ok());
390 assert(!pos.is_check());
391 assert(move_is_ok(m));
392 assert(pinned == pos.pinned_pieces(pos.side_to_move()));
394 Color us = pos.side_to_move();
395 Color them = opposite_color(us);
396 Square from = move_from(m);
397 Piece pc = pos.piece_on(from);
399 // If the from square is not occupied by a piece belonging to the side to
400 // move, the move is obviously not legal.
401 if (color_of_piece(pc) != us)
402 return false;
404 Square to = move_to(m);
406 // En passant moves
407 if (move_is_ep(m))
409 // The piece must be a pawn and destination square must be the
410 // en passant square.
411 if ( type_of_piece(pc) != PAWN
412 || to != pos.ep_square())
413 return false;
415 assert(pos.square_is_empty(to));
416 assert(pos.piece_on(to - pawn_push(us)) == piece_of_color_and_type(them, PAWN));
418 // The move is pseudo-legal, check if it is also legal
419 return pos.pl_move_is_legal(m, pinned);
422 // Castling moves
423 if (move_is_short_castle(m))
425 // The piece must be a king and side to move must still have
426 // the right to castle kingside.
427 if ( type_of_piece(pc) != KING
428 ||!pos.can_castle_kingside(us))
429 return false;
431 assert(from == pos.king_square(us));
432 assert(to == pos.initial_kr_square(us));
433 assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
435 Square g1 = relative_square(us, SQ_G1);
436 Square f1 = relative_square(us, SQ_F1);
437 Square s;
438 bool illegal = false;
440 // Check if any of the squares between king and rook
441 // is occupied or under attack.
442 for (s = Min(from, g1); s <= Max(from, g1); s++)
443 if ( (s != from && s != to && !pos.square_is_empty(s))
444 || pos.square_is_attacked(s, them))
445 illegal = true;
447 // Check if any of the squares between king and rook
448 // is occupied.
449 for (s = Min(to, f1); s <= Max(to, f1); s++)
450 if (s != from && s != to && !pos.square_is_empty(s))
451 illegal = true;
453 return !illegal;
456 if (move_is_long_castle(m))
458 // The piece must be a king and side to move must still have
459 // the right to castle kingside.
460 if ( type_of_piece(pc) != KING
461 ||!pos.can_castle_queenside(us))
462 return false;
464 assert(from == pos.king_square(us));
465 assert(to == pos.initial_qr_square(us));
466 assert(pos.piece_on(to) == piece_of_color_and_type(us, ROOK));
468 Square c1 = relative_square(us, SQ_C1);
469 Square d1 = relative_square(us, SQ_D1);
470 Square s;
471 bool illegal = false;
473 for (s = Min(from, c1); s <= Max(from, c1); s++)
474 if( (s != from && s != to && !pos.square_is_empty(s))
475 || pos.square_is_attacked(s, them))
476 illegal = true;
478 for (s = Min(to, d1); s <= Max(to, d1); s++)
479 if(s != from && s != to && !pos.square_is_empty(s))
480 illegal = true;
482 if ( square_file(to) == FILE_B
483 && ( pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, ROOK)
484 || pos.piece_on(to + DELTA_W) == piece_of_color_and_type(them, QUEEN)))
485 illegal = true;
487 return !illegal;
490 // Normal moves
492 // The destination square cannot be occupied by a friendly piece
493 if (pos.color_of_piece_on(to) == us)
494 return false;
496 // Proceed according to the type of the moving piece.
497 if (type_of_piece(pc) == PAWN)
499 // Move direction must be compatible with pawn color
500 int direction = to - from;
501 if ((us == WHITE) != (direction > 0))
502 return false;
504 // If the destination square is on the 8/1th rank, the move must
505 // be a promotion.
506 if ( ( (square_rank(to) == RANK_8 && us == WHITE)
507 ||(square_rank(to) == RANK_1 && us != WHITE))
508 && !move_promotion(m))
509 return false;
511 // Proceed according to the square delta between the source and
512 // destionation squares.
513 switch (direction)
515 case DELTA_NW:
516 case DELTA_NE:
517 case DELTA_SW:
518 case DELTA_SE:
519 // Capture. The destination square must be occupied by an enemy
520 // piece (en passant captures was handled earlier).
521 if (pos.color_of_piece_on(to) != them)
522 return false;
523 break;
525 case DELTA_N:
526 case DELTA_S:
527 // Pawn push. The destination square must be empty.
528 if (!pos.square_is_empty(to))
529 return false;
530 break;
532 case DELTA_NN:
533 // Double white pawn push. The destination square must be on the fourth
534 // rank, and both the destination square and the square between the
535 // source and destination squares must be empty.
536 if ( square_rank(to) != RANK_4
537 || !pos.square_is_empty(to)
538 || !pos.square_is_empty(from + DELTA_N))
539 return false;
540 break;
542 case DELTA_SS:
543 // Double black pawn push. The destination square must be on the fifth
544 // rank, and both the destination square and the square between the
545 // source and destination squares must be empty.
546 if ( square_rank(to) != RANK_5
547 || !pos.square_is_empty(to)
548 || !pos.square_is_empty(from + DELTA_S))
549 return false;
550 break;
552 default:
553 return false;
555 // The move is pseudo-legal, check if it is also legal
556 return pos.pl_move_is_legal(m, pinned);
559 // Luckly we can handle all the other pieces in one go
560 return ( pos.piece_attacks_square(pos.piece_on(from), from, to)
561 && pos.pl_move_is_legal(m, pinned)
562 && !move_promotion(m));
566 namespace {
568 template<PieceType Piece>
569 MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
571 Square from;
572 Bitboard b;
574 for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
576 from = pos.piece_list(us, Piece, i);
577 b = pos.piece_attacks<Piece>(from) & target;
578 SERIALIZE_MOVES(b);
580 return mlist;
583 template<PieceType Piece>
584 MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist,
585 Color us, Bitboard target, Bitboard pinned) {
586 Square from;
587 Bitboard b;
589 for (int i = 0, e = pos.piece_count(us, Piece); i < e; i++)
591 from = pos.piece_list(us, Piece, i);
592 if (pinned && bit_is_set(pinned, from))
593 continue;
595 b = pos.piece_attacks<Piece>(from) & target;
596 SERIALIZE_MOVES(b);
598 return mlist;
601 template<>
602 MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
604 Bitboard b;
605 Square from = pos.king_square(us);
607 b = pos.piece_attacks<KING>(from) & target;
608 SERIALIZE_MOVES(b);
609 return mlist;
612 template<Color Us, Color Them, Bitboard TRank8BB, SquareDelta TDELTA_NE,
613 SquareDelta TDELTA_NW, SquareDelta TDELTA_N
615 MoveStack* generate_pawn_captures(const Position& pos, MoveStack* mlist) {
617 Square to;
618 Bitboard pawns = pos.pawns(Us);
619 Bitboard enemyPieces = pos.pieces_of_color(Them);
621 // Captures in the a1-h8 (a8-h1 for black) direction
622 Bitboard b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces;
624 // Capturing promotions
625 Bitboard b2 = b1 & TRank8BB;
626 while (b2)
628 to = pop_1st_bit(&b2);
629 (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, QUEEN);
632 // Capturing non-promotions
633 b2 = b1 & ~TRank8BB;
634 while (b2)
636 to = pop_1st_bit(&b2);
637 (*mlist++).move = make_move(to - TDELTA_NE, to);
640 // Captures in the h1-a8 (h8-a1 for black) direction
641 b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces;
643 // Capturing promotions
644 b2 = b1 & TRank8BB;
645 while (b2)
647 to = pop_1st_bit(&b2);
648 (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, QUEEN);
651 // Capturing non-promotions
652 b2 = b1 & ~TRank8BB;
653 while (b2)
655 to = pop_1st_bit(&b2);
656 (*mlist++).move = make_move(to - TDELTA_NW, to);
659 // Non-capturing promotions
660 b1 = move_pawns<Us, DELTA_N>(pawns) & pos.empty_squares() & TRank8BB;
661 while (b1)
663 to = pop_1st_bit(&b1);
664 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
667 // En passant captures
668 if (pos.ep_square() != SQ_NONE)
670 assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
671 assert(Us != BLACK || square_rank(pos.ep_square()) == RANK_3);
673 b1 = pawns & pos.pawn_attacks(Them, pos.ep_square());
674 assert(b1 != EmptyBoardBB);
676 while (b1)
678 to = pop_1st_bit(&b1);
679 (*mlist++).move = make_ep_move(to, pos.ep_square());
682 return mlist;
685 template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB,
686 SquareDelta TDELTA_NE, SquareDelta TDELTA_NW, SquareDelta TDELTA_N
688 MoveStack* generate_pawn_noncaptures(const Position& pos, MoveStack* mlist) {
690 Bitboard pawns = pos.pawns(Us);
691 Bitboard enemyPieces = pos.pieces_of_color(Them);
692 Bitboard emptySquares = pos.empty_squares();
693 Bitboard b1, b2;
694 Square to;
696 // Underpromotion captures in the a1-h8 (a8-h1 for black) direction
697 b1 = move_pawns<Us, DELTA_NE>(pawns) & ~FileABB & enemyPieces & TRank8BB;
698 while (b1)
700 to = pop_1st_bit(&b1);
701 (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, ROOK);
702 (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, BISHOP);
703 (*mlist++).move = make_promotion_move(to - TDELTA_NE, to, KNIGHT);
706 // Underpromotion captures in the h1-a8 (h8-a1 for black) direction
707 b1 = move_pawns<Us, DELTA_NW>(pawns) & ~FileHBB & enemyPieces & TRank8BB;
708 while (b1)
710 to = pop_1st_bit(&b1);
711 (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, ROOK);
712 (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, BISHOP);
713 (*mlist++).move = make_promotion_move(to - TDELTA_NW, to, KNIGHT);
716 // Single pawn pushes
717 b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares;
718 b2 = b1 & TRank8BB;
719 while (b2)
721 to = pop_1st_bit(&b2);
722 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
723 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
724 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
726 b2 = b1 & ~TRank8BB;
727 while (b2)
729 to = pop_1st_bit(&b2);
730 (*mlist++).move = make_move(to - TDELTA_N, to);
733 // Double pawn pushes
734 b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
735 while (b2)
737 to = pop_1st_bit(&b2);
738 (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
740 return mlist;
744 template<Color Us, Color Them, Bitboard TRank8BB, Bitboard TRank3BB, SquareDelta TDELTA_N>
745 MoveStack* generate_pawn_checks(const Position& pos, Bitboard dc, Square ksq, MoveStack* mlist)
747 // Find all friendly pawns not on the enemy king's file
748 Bitboard b1, b2, b3;
749 Bitboard empty = pos.empty_squares();
751 if (dc != EmptyBoardBB)
753 // Pawn moves which gives discovered check. This is possible only if the
754 // pawn is not on the same file as the enemy king, because we don't
755 // generate captures.
756 b1 = pos.pawns(Us) & ~file_bb(ksq);
758 // Discovered checks, single pawn pushes, no promotions
759 b2 = b3 = move_pawns<Us, DELTA_N>(b1 & dc) & empty & ~TRank8BB;
760 while (b3)
762 Square to = pop_1st_bit(&b3);
763 (*mlist++).move = make_move(to - TDELTA_N, to);
766 // Discovered checks, double pawn pushes
767 b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty;
768 while (b3)
770 Square to = pop_1st_bit(&b3);
771 (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
775 // Direct checks. These are possible only for pawns on neighboring files
776 // of the enemy king.
777 b1 = pos.pawns(Us) & neighboring_files_bb(ksq) & ~dc;
779 // Direct checks, single pawn pushes
780 b2 = move_pawns<Us, DELTA_N>(b1) & empty;
781 b3 = b2 & pos.pawn_attacks(Them, ksq);
782 while (b3)
784 Square to = pop_1st_bit(&b3);
785 (*mlist++).move = make_move(to - TDELTA_N, to);
788 // Direct checks, double pawn pushes
789 b3 = move_pawns<Us, DELTA_N>(b2 & TRank3BB) & empty & pos.pawn_attacks(Them, ksq);
790 while (b3)
792 Square to = pop_1st_bit(&b3);
793 (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
795 return mlist;
798 template<PieceType Piece>
799 MoveStack* generate_piece_checks(const Position& pos, MoveStack* mlist, Color us,
800 Bitboard dc, Square ksq) {
802 Bitboard target = pos.pieces_of_color_and_type(us, Piece);
804 // Discovered checks
805 Bitboard b = target & dc;
806 while (b)
808 Square from = pop_1st_bit(&b);
809 Bitboard bb = pos.piece_attacks<Piece>(from) & pos.empty_squares();
810 if (Piece == KING)
811 bb &= ~QueenPseudoAttacks[ksq];
813 SERIALIZE_MOVES(bb);
816 // Direct checks
817 b = target & ~dc;
818 if (Piece == KING || !b)
819 return mlist;
821 Bitboard checkSqs = pos.piece_attacks<Piece>(ksq) & pos.empty_squares();
822 if (!checkSqs)
823 return mlist;
825 while (b)
827 Square from = pop_1st_bit(&b);
828 if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
829 || (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
830 || (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
831 continue;
833 Bitboard bb = pos.piece_attacks<Piece>(from) & checkSqs;
834 SERIALIZE_MOVES(bb);
836 return mlist;
839 template<Color Us, Rank TRANK_8, Bitboard TRank3BB, SquareDelta TDELTA_N>
840 MoveStack* generate_pawn_blocking_evasions(const Position& pos, Bitboard pinned,
841 Bitboard blockSquares, MoveStack* mlist) {
842 Square to;
844 // Find non-pinned pawns and push them one square
845 Bitboard b1 = move_pawns<Us, DELTA_N>(pos.pawns(Us) & ~pinned);
847 // We don't have to AND with empty squares here,
848 // because the blocking squares will always be empty.
849 Bitboard b2 = b1 & blockSquares;
850 while (b2)
852 to = pop_1st_bit(&b2);
854 assert(pos.piece_on(to) == EMPTY);
856 if (square_rank(to) == TRANK_8)
858 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
859 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
860 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
861 (*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
862 } else
863 (*mlist++).move = make_move(to - TDELTA_N, to);
866 // Double pawn pushes
867 b2 = b1 & pos.empty_squares() & TRank3BB;
868 b2 = move_pawns<Us, DELTA_N>(b2) & blockSquares;
869 while (b2)
871 to = pop_1st_bit(&b2);
873 assert(pos.piece_on(to) == EMPTY);
874 assert(Us != WHITE || square_rank(to) == RANK_4);
875 assert(Us != BLACK || square_rank(to) == RANK_5);
877 (*mlist++).move = make_move(to - TDELTA_N - TDELTA_N, to);
879 return mlist;
882 template<CastlingSide Side>
883 MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
885 Color us = pos.side_to_move();
887 if ( (Side == KING_SIDE && pos.can_castle_kingside(us))
888 ||(Side == QUEEN_SIDE && pos.can_castle_queenside(us)))
890 Color them = opposite_color(us);
891 Square ksq = pos.king_square(us);
893 assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
895 Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us));
896 Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
897 Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
898 Square s;
899 bool illegal = false;
901 assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
903 // It is a bit complicated to correctly handle Chess960
904 for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
905 if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
906 || pos.square_is_attacked(s, them))
907 illegal = true;
909 for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
910 if (s != ksq && s != rsq && pos.square_is_occupied(s))
911 illegal = true;
913 if ( Side == QUEEN_SIDE
914 && square_file(rsq) == FILE_B
915 && ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK)
916 || pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN)))
917 illegal = true;
919 if (!illegal)
920 (*mlist++).move = make_castle_move(ksq, rsq);
922 return mlist;
925 bool castling_is_check(const Position& pos, CastlingSide side) {
927 // After castling opponent king is attacked by the castled rook?
928 File rookFile = (side == QUEEN_SIDE ? FILE_D : FILE_F);
929 Color us = pos.side_to_move();
930 Square ksq = pos.king_square(us);
931 Bitboard occ = pos.occupied_squares();
933 clear_bit(&occ, ksq); // Remove our king from the board
934 Square rsq = make_square(rookFile, square_rank(ksq));
935 return bit_is_set(rook_attacks_bb(rsq, occ), pos.king_square(opposite_color(us)));