Remove 'get_' from Pieces getters
[purplehaze.git] / src / movegen.cpp
blob456ce944e42eb4300b59692e973f8fd684d01830
1 /* Copyright (C) 2007-2011 Vincent Ollivier
3 * Purple Haze is free software: you can redistribute it and/or modify
4 * it under the terms of the GNU General Public License as published by
5 * the Free Software Foundation, either version 3 of the License, or
6 * (at your option) any later version.
8 * Purple Haze is distributed in the hope that it will be useful,
9 * but WITHOUT ANY WARRANTY; without even the implied warranty of
10 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 * GNU General Public License for more details.
13 * You should have received a copy of the GNU General Public License
14 * along with this program. If not, see <http://www.gnu.org/licenses/>.
17 #include <assert.h>
18 #include <iostream>
20 #include "game.h"
22 void Moves::generate_pieces(Color c, PieceType t, MoveType mt)
24 const Direction * dirs = PIECES_DIRS[t];
25 for (int j = 0; j < pieces.count(c, t); ++j) {
26 Square from = pieces.position(c, t, j);
27 for (int d = 0; d < NB_DIRS[t]; ++d) {
28 Square to = Square(from + dirs[d]);
29 while (!board.is_out(to)) {
30 if (!board.is_empty(to)) {
31 if (board[to].color() == c) break;
32 if (mt != QUIET_MOVE) {
33 add(Move(from, to, CAPTURE));
35 break;
36 } else if (mt != CAPTURE) {
37 add(Move(from, to, QUIET_MOVE));
39 if (t == KNIGHT || t == KING) break; // Leapers
40 to = Square(to + dirs[d]); // Sliders
46 void Moves::generate(MoveType mt)
48 Color c = current_position.turn_color();
50 // Pawns moves
51 for (int j = 0; j < pieces.count(c, PAWN); ++j) {
52 Square from = pieces.position(c, PAWN, j);
54 // Pawn captures
55 for (int d = 0; d < 2; ++d) {
56 if (mt == QUIET_MOVE) break;
57 Square to = Square(from + PAWN_CAPTURE_DIRS[c][d]);
58 if (board.is_out(to)) continue;
59 if (!board.is_empty(to) && board[to].color() != c) {
60 if (board.is_pawn_end(c, to)) { // Promotion capture
61 add(Move(from, to, KNIGHT_PROMOTION_CAPTURE));
62 add(Move(from, to, BISHOP_PROMOTION_CAPTURE));
63 add(Move(from, to, ROOK_PROMOTION_CAPTURE));
64 add(Move(from, to, QUEEN_PROMOTION_CAPTURE));
65 } else { // Capture
66 add(Move(from, to, CAPTURE));
68 } else if (to == current_position.en_passant()) { // En passant
69 add(Move(from, to, EN_PASSANT));
73 if (mt == CAPTURE) continue;
74 Square to = Square(from + PAWN_PUSH_DIRS[c]);
75 assert(!board.is_out(to)); // Should never happend
76 if (!board.is_empty(to)) continue;
78 // Promotion
79 if (board.is_pawn_end(c, to)) {
80 add(Move(from, to, KNIGHT_PROMOTION));
81 add(Move(from, to, BISHOP_PROMOTION));
82 add(Move(from, to, ROOK_PROMOTION));
83 add(Move(from, to, QUEEN_PROMOTION));
84 continue;
87 // Pawn push
88 add(Move(from, to, QUIET_MOVE));
90 // Double pawn push
91 if (board.is_pawn_begin(c, from)) {
92 to = Square(to + PAWN_PUSH_DIRS[c]);
93 if (!board.is_empty(to)) continue;
94 add(Move(from, to, DOUBLE_PAWN_PUSH));
98 // Standard moves
99 for (const PieceType& t : NOT_PAWN_TYPES) {
100 generate_pieces(c, t, mt);
103 if (mt == CAPTURE) return;
105 // Castling
106 if (current_position.can_castle(c, KING)) {
107 Square from = Square(E1 + A8 * c);
108 Square to = Square(G1 + A8 * c);
109 Square rook = Square(H1 + A8 * c);
110 if (board.is_empty(Square(F1 + A8 * c)) &&
111 board.is_empty(to) &&
112 board[rook].type() == ROOK &&
113 board[rook].color() == c &&
114 !board.is_attacked_by(!c, from, pieces) &&
115 !board.is_attacked_by(!c, to, pieces) &&
116 !board.is_attacked_by(!c, Square((F1 + A8 * c)), pieces)
118 add(Move(from, to, KING_CASTLE));
121 if (current_position.can_castle(c, QUEEN)) {
122 Square from = Square(E1 + A8 * c);
123 Square to = Square(C1 + A8 * c);
124 Square rook = Square(A1 + A8 * c);
125 if (board.is_empty(Square(B1 + A8 * c)) &&
126 board.is_empty(Square(D1 + A8 * c)) &&
127 board.is_empty(to) &&
128 board[rook].type() == ROOK &&
129 board[rook].color() == c &&
130 !board.is_attacked_by(!c, from, pieces) &&
131 !board.is_attacked_by(!c, to, pieces) &&
132 !board.is_attacked_by(!c, Square((D1 + A8 * c)), pieces)
134 add(Move(from, to, QUEEN_CASTLE));
139 void Game::make_move(Move m)
141 Square orig = m.orig();
142 Square dest = m.dest();
143 Square ep = current_position().en_passant();
144 Color c = current_position().turn_color();
145 Piece p = board[orig];
146 PieceType t = p.type();
147 Piece capture;
148 assert(!board.is_out(orig));
149 assert(!board.is_out(dest));
151 ++nodes_count;
152 new_position(); // current_position() is now refering to a new position
153 Position& pos = current_position();
155 // Update halfmove counter
156 if (t == PAWN || m.is_capture()) {
157 pos.reset_halfmove();
158 } else {
159 pos.inc_halfmove();
162 // Null Move
163 if (m.is_null()) {
164 pos.set_en_passant(OUT);
165 return;
168 // Update castling rights
169 if ((pos.can_castle(c, KING)) &&
170 (t == KING || (t == ROOK && orig == Square(H1 + A8 * c)))) {
171 pos.set_castle_right(c, KING, false);
172 zobrist.update_castle_right(pos.hash(), c, KING);
174 if ((pos.can_castle(c, QUEEN)) &&
175 (t == KING || (t == ROOK && orig == Square(A1 + A8 * c)))) {
176 pos.set_castle_right(c, QUEEN, false);
177 zobrist.update_castle_right(pos.hash(), c, QUEEN);
180 // Capture
181 if (m.is_capture()) {
182 Square s = dest;
183 if (m.is_en_passant()) {
184 s = (c == BLACK ? Square(ep + UP) : Square(ep + DOWN));
186 assert(!board.is_empty(s) || assert_msg(debug_move(m)));
188 capture = board[s];
189 if (capture.type() == ROOK) { // Update opponent's castling rights
190 if (dest == Square(H1 + A8 * !c)) {
191 pos.set_castle_right(!c, KING, false);
192 zobrist.update_castle_right(pos.hash(), !c, KING);
193 } else if (dest == Square(A1 + A8 * !c)) {
194 pos.set_castle_right(!c, QUEEN, false);
195 zobrist.update_castle_right(pos.hash(), !c, QUEEN);
198 del_piece(capture);
199 assert(board.is_empty(s) || assert_msg(debug_move(m)));
202 // Castling
203 if (m.is_castle()) {
204 Square rook_orig, rook_dest;
205 switch (m.castle_side()) {
206 case KING:
207 rook_orig = Square(H1 + A8 * c);
208 rook_dest = Square(F1 + A8 * c);
209 break;
210 case QUEEN:
211 rook_orig = Square(A1 + A8 * c);
212 rook_dest = Square(D1 + A8 * c);
213 break;
214 default:
215 assert(false);
216 rook_orig = OUT;
217 rook_dest = OUT;
218 break;
220 Piece rook = board[rook_orig];
221 board[rook_orig] = Piece();
222 board[rook_dest] = rook;
223 pieces.set_position(rook, rook_dest);
224 zobrist.update_piece(pos.hash(), c, ROOK, rook_orig);
225 zobrist.update_piece(pos.hash(), c, ROOK, rook_dest);
226 pos.set_has_castled(c); // For bonus/malus in eval
229 // Move the piece
230 board[orig] = Piece(); // FIXME: duplicate in case of promotion?
231 if (m.is_promotion()) {
232 add_piece(p.color(), m.promotion_type(), dest);
233 del_piece(p);
234 } else {
235 board[dest] = p;
236 pieces.set_position(p, dest);
237 zobrist.update_piece(pos.hash(), c, t, orig);
238 zobrist.update_piece(pos.hash(), c, t, dest);
241 // Update en passant
242 pos.set_capture(capture);
243 if (m.is_double_pawn_push()) {
244 Square new_ep = Square(orig + (dest - orig) / 2);
245 pos.set_en_passant(new_ep);
246 zobrist.update_en_passant(pos.hash(), new_ep);
247 } else {
248 pos.set_en_passant(OUT);
252 void Game::undo_move(Move m)
254 Square orig = m.orig();
255 Square dest = m.dest();
257 // Move back the piece to its origin
258 Piece p = board[dest];
259 if (m.is_promotion()) {
260 add_piece(p.color(), PAWN, orig);
261 del_piece(p);
262 } else if (!m.is_null()) {
263 board[orig] = p;
264 pieces.set_position(p, orig);
267 // Restore captured piece
268 if (m.is_capture()) {
269 Piece capture = current_position().capture();
270 Square s = dest;
271 if (m.is_en_passant()) {
272 Color c = current_position().turn_color();
273 s = (c == WHITE ? Square(dest + UP) : Square(dest + DOWN));
274 board[dest] = Piece();
276 add_piece(capture.color(), capture.type(), s);
277 } else if (!m.is_null()) {
278 board[dest] = Piece();
280 del_position();
281 if (m.is_null()) return;
282 if (m.is_castle()) {
283 Square rook_orig, rook_dest;
284 Color c = current_position().turn_color();
285 switch (m.castle_side()) {
286 case KING:
287 rook_orig = Square(H1 + A8 * c);
288 rook_dest = Square(F1 + A8 * c);
289 break;
290 case QUEEN:
291 rook_orig = Square(A1 + A8 * c);
292 rook_dest = Square(D1 + A8 * c);
293 break;
294 default:
295 assert(false);
296 rook_orig = OUT;
297 rook_dest = OUT;
298 break;
300 Piece rook = board[rook_dest];
301 board[rook_dest] = Piece();
302 board[rook_orig] = rook;
303 pieces.set_position(rook, rook_orig);
308 * Check the pseudo legality of a move m
310 bool Game::is_legal(Move m)
312 // Null-move is obviously wrong
313 if (m.is_null()) return false;
315 Square from = m.orig();
316 Square to = m.dest();
318 // There must be a piece to move on the board
319 if (board.is_empty(from)) return false;
321 Piece p = board[from];
322 PieceType t = p.type();
323 Color c = p.color();
325 // The piece cannot be one of the opponent
326 if (c != current_position().turn_color()) return false;
328 // It must be able to do the move
329 if (!m.is_en_passant() && !m.is_castle()) {
330 if (!board.can_go(p, from, to)) return false;
333 // Promotion
334 if (t == PAWN && board.is_pawn_end(c, to) && !m.is_promotion()) {
335 return false;
337 if (m.is_promotion()) {
338 if (t != PAWN || !board.is_pawn_end(c, to)) return false;
341 // If it's a capture
342 if (m.is_capture()) {
343 Square s = to;
345 // There are special conditions for en passant
346 if (m.is_en_passant()) {
347 // It must be a pawn
348 if (t != PAWN) return false;
350 // After a double push
351 Square ep = current_position().en_passant();
352 if (to != ep) return false;
354 // from another pawn, the later being captured by the former
355 s = (c == BLACK ? Square(ep + UP) : Square(ep + DOWN));
356 if (board[s].type() != PAWN) return false;
359 // An opponent's piece must be captured
360 if (board.is_empty(s)) return false;
361 if (c == board[s].color()) return false;
363 } else if (m.is_castle()) {
364 Square rook = Square(H1 + A8 * c);
365 switch (m.castle_side()) {
366 case KING:
367 rook = Square(H1 + A8 * c);
368 if (!board.is_empty(Square(F1 + A8 * c)) ||
369 !board.is_empty(to) ||
370 board[rook].type() != ROOK ||
371 board[rook].color() != c ||
372 board.is_attacked_by(!c, from, pieces) ||
373 board.is_attacked_by(!c, Square((F1 + A8 * c)), pieces) ||
374 board.is_attacked_by(!c, to, pieces)) {
375 return false;
377 break;
378 case QUEEN:
379 rook = Square(A1 + A8 * c);
380 if (!board.is_empty(Square(B1 + A8 * c)) ||
381 !board.is_empty(Square(D1 + A8 * c)) ||
382 !board.is_empty(to) ||
383 board[rook].type() != ROOK ||
384 board[rook].color() != c ||
385 board.is_attacked_by(!c, from, pieces) ||
386 board.is_attacked_by(!c, Square((D1 + A8 * c)), pieces) ||
387 board.is_attacked_by(!c, to, pieces)) {
388 return false;
390 break;
391 default: return false;
393 return true;
394 } else if (m.is_double_pawn_push()) {
395 if (t != PAWN) return false;
396 if (!board.is_pawn_begin(c, from)) return false; // Done by can_go()
397 } else if (!board.is_empty(to)) {
398 return false;
401 // TODO: Add check
402 return true;