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genmoves.cpp
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//===========================================================//
//
// Maverick Chess Engine
// Copyright 2013 Steve Maughan
//
//===========================================================//
#include <stdio.h>
#include <string.h>
#include <ctype.h>
#include <assert.h>
#include "defs.h"
#include "data.h"
#include "procs.h"
#include "bittwiddle.h"
void generate_legal_moves(struct t_board *board, struct t_move_list *move_list)
{
if (board->in_check)
generate_evade_check(board, move_list);
else {
struct t_move_list xmove_list[1];
struct t_undo undo[1];
generate_moves(board, xmove_list);
move_list->count = 0;
move_list->pinned_pieces = xmove_list->pinned_pieces;
for (int i = 0; i < xmove_list->count; i++)
{
if (make_move(board, xmove_list->pinned_pieces, xmove_list->move[i], undo)) {
move_list->move[move_list->count++] = xmove_list->move[i];
unmake_move(board, undo);
}
}
}
move_list->imove = move_list->count;
}
void generate_moves(struct t_board *board, struct t_move_list *move_list) {
t_bitboard _all_pieces = board->all_pieces;
struct t_move_record *move;
t_chess_color to_move = board->to_move;
t_chess_color opponent = OPPONENT(to_move);
t_bitboard not_occupied_to_move = ~board->occupied[to_move];
t_bitboard moves = 0;
t_bitboard source_piece;
// Types of pawn move
t_bitboard double_push;
t_bitboard pawn_promotions;
t_chess_piece piece;
t_chess_piece captured;
t_chess_piece promote_to;
t_chess_square from_square, to_square;
int castle_index;
int forward;
int piece_color = (to_move * 8);
move_list->count = 0;
//+---------------------------------+
//| Find the Pinned Pieces |
//+---------------------------------+
t_bitboard pinner, pinned;
move_list->pinned_pieces = 0;
//-- Bishops & Queens
assert(to_move >= 0 && to_move < 2);
assert(board->king_square[to_move] >= 0 && board->king_square[to_move] < 64);
assert(board->pieces[WHITE] == board->piecelist);
assert(board->pieces[BLACK] == board->piecelist + 8);
t_bitboard b = bishop_rays[board->king_square[to_move]] & (board->pieces[opponent][BISHOP] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
//--Rooks & Queens
b = rook_rays[board->king_square[to_move]] & (board->pieces[opponent][ROOK] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
//+---------------------------------+
//| Castling Moves |
//+---------------------------------+
if (board->castling && !board->in_check) {
if (board->chess960) {
}
else {
//-- Kingside O-O
castle_index = (to_move * 2);
if ((board->castling >> castle_index) & (uchar)1) {
move = &xmove_list[castle_index];
if (!(_all_pieces & castle[castle_index].possible)) {
move_list->move[move_list->count++] = &xmove_list[castle_index];
}
}
//-- Queenside O-O-O
castle_index++;
if ((board->castling >> castle_index) & (uchar)1) {
move = &xmove_list[castle_index];
if (!(_all_pieces & castle[castle_index].possible)) {
move_list->move[move_list->count++] = &xmove_list[castle_index];
}
}
}
}
//+---------------------------------+
//| Pawn Moves |
//+---------------------------------+
// find the direction of a pawn push
forward = 8 - 16 * to_move;
piece = PAWN + piece_color;
// All pawn pushes
moves = (((board->piecelist[piece] << 8) >> (16 * to_move)) & ~(_all_pieces));
// Pawn priomotions
pawn_promotions = moves & rank_mask[to_move][EIGHTH_RANK];
// Take out Pawn Promotions
moves ^= pawn_promotions;
// Double moves
double_push = (moves & rank_mask[to_move][THIRD_RANK]);
// Spool the moves to the move list
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Double Moves
double_push = (((double_push << 8) >> (16 * to_move)) & ~(_all_pieces));
while (double_push) {
to_square = bitscan_reset(&double_push);
from_square = to_square - (forward * 2);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Pawn promotions
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward;
for (promote_to = 0; promote_to <= 3; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + promote_to;
}
// Pawn captures
moves = (((board->piecelist[piece] & B8H1) << 7) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
moves ^= pawn_promotions;
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward + 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + PIECETYPE(captured);
}
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward + 1;
captured = PIECETYPE(board->square[to_square]);
for (promote_to = 0; promote_to <= 3; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + promote_to;
}
// Other direction
moves = (((board->piecelist[piece] & A8G1) << 9) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
moves ^= pawn_promotions;
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward - 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + PIECETYPE(captured);
}
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward - 1;
captured = PIECETYPE(board->square[to_square]);
for (promote_to = 0; promote_to <= 3; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + promote_to;
}
//+---------------------------------+
//| Knight Moves |
//+---------------------------------+
piece = KNIGHT + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = (knight_mask[from_square] & not_occupied_to_move);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| King Moves |
//+---------------------------------+
piece = KING + piece_color;
from_square = board->king_square[to_move];
moves = (king_mask[from_square] & not_occupied_to_move);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
//+---------------------------------+
//| Rook Moves |
//+---------------------------------+
piece = ROOK + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= not_occupied_to_move;
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| Bishop Moves |
//+---------------------------------+
piece = BISHOP + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= not_occupied_to_move;
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| Queen Moves |
//+---------------------------------+
piece = QUEEN + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= not_occupied_to_move;
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= not_occupied_to_move;
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//-- Set the move index to the count
move_list->imove = move_list->count;
}
//---------------------------------------------------------------------------------//
// Generates "obvious" check - no castling, en-passant, discovered or promotions
//---------------------------------------------------------------------------------//
void generate_quiet_checks(struct t_board *board, struct t_move_list *move_list) {
t_bitboard _all_pieces = board->all_pieces;
t_chess_color to_move = board->to_move;
t_chess_color opponent = OPPONENT(to_move);
t_bitboard not_occupied_to_move = ~board->occupied[to_move];
t_bitboard moves = 0;
t_bitboard source_piece;
// Types of pawn move
t_bitboard double_push;
t_chess_piece piece;
t_chess_square from_square, to_square;
int forward;
int piece_color = (to_move * 8);
//+------------------------------------------------------+
//| Calculate check_rays - squares which will give check |
//+------------------------------------------------------+
from_square = board->king_square[opponent];
t_bitboard bishop_check_rays = ~_all_pieces & bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
t_bitboard rook_check_rays = ~_all_pieces & rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
t_bitboard queen_check_rays = rook_check_rays | bishop_check_rays;
//--DOES NOT ZERO THE MOVE LIST!!
//move_list->count = 0;
//+---------------------------------+
//| Find the Pinned Pieces |
//+---------------------------------+
//--ASSUME PINNED PIECES HAVE ALREADY BEEN CALCULATED!!
//+---------------------------------+
//| Castling Moves |
//+---------------------------------+
//--IGNORE CASTLING MOVES!!
//+---------------------------------+
//| Pawn Moves |
//+---------------------------------+
// find the direction of a pawn push
forward = 8 - 16 * to_move;
piece = PAWN + piece_color;
// All pawn pushes
moves = ((pawn_attackers[to_move][board->king_square[opponent]] & ~_all_pieces) >> 8) << (16 * to_move);
double_push = moves & ~_all_pieces & rank_mask[to_move][THIRD_RANK];
double_push = ((double_push >> 8) << (16 * to_move)) & board->piecelist[piece];
moves &= board->piecelist[piece];
// Spool the moves to the move list
while (moves) {
from_square = bitscan_reset(&moves);
to_square = from_square + forward;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Double Moves
while (double_push) {
from_square = bitscan_reset(&double_push);
to_square = from_square + (forward * 2);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
//+---------------------------------+
//| Knight Moves |
//+---------------------------------+
t_bitboard knight_check_rays = knight_mask[board->king_square[opponent]] & ~_all_pieces;
piece = KNIGHT + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = (knight_mask[from_square] & not_occupied_to_move) & knight_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
}
//+---------------------------------+
//| King Moves |
//+---------------------------------+
//--NOT RELEVANT!
//+---------------------------------+
//| Rook Moves |
//+---------------------------------+
piece = ROOK + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= not_occupied_to_move & rook_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
}
//+---------------------------------+
//| Bishop Moves |
//+---------------------------------+
piece = BISHOP + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= not_occupied_to_move & bishop_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
}
//+---------------------------------+
//| Queen Moves |
//+---------------------------------+
piece = QUEEN + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= not_occupied_to_move & queen_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= not_occupied_to_move & queen_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
}
//-- Set the move index to the count
move_list->imove = move_list->count;
}
void generate_captures(struct t_board *board, struct t_move_list *move_list) {
t_bitboard _all_pieces = board->all_pieces;
t_chess_color to_move = board->to_move;
t_chess_color opponent = OPPONENT(to_move);
t_bitboard not_occupied_to_move = ~board->occupied[to_move];
t_bitboard moves = 0;
t_bitboard source_piece;
// Types of pawn move
t_bitboard pawn_promotions;
t_chess_piece piece;
t_chess_piece captured;
t_chess_square from_square, to_square;
int forward;
int piece_color = (to_move * 8);
move_list->count = 0;
//+---------------------------------+
//| Find the Pinned Pieces |
//+---------------------------------+
t_bitboard pinner, pinned;
move_list->pinned_pieces = 0;
//-- Bishops & Queens
t_bitboard b = bishop_rays[board->king_square[to_move]] & (board->pieces[opponent][BISHOP] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
//--Rooks & Queens
b = rook_rays[board->king_square[to_move]] & (board->pieces[opponent][ROOK] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
//+---------------------------------+
//| Pawn Moves |
//+---------------------------------+
// find the direction of a pawn push
forward = 8 - 16 * to_move;
piece = PAWN + piece_color;
// All pawn pushes
moves = (((board->piecelist[piece] << 8) >> (16 * to_move)) & ~(_all_pieces));
// Pawn priomotions
pawn_promotions = moves & rank_mask[to_move][EIGHTH_RANK];
// Take out Pawn Promotions
moves ^= pawn_promotions;
// Pawn promotions
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + 3;
}
// Pawn captures
moves = (((board->piecelist[piece] & B8H1) << 7) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
moves ^= pawn_promotions;
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward + 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + PIECETYPE(captured);
}
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward + 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + 3;
}
// Other direction
moves = (((board->piecelist[piece] & A8G1) << 9) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
moves ^= pawn_promotions;
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward - 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + PIECETYPE(captured);
}
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward - 1;
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + 3;
}
//+---------------------------------+
//| Knight Moves |
//+---------------------------------+
piece = KNIGHT + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = (knight_mask[from_square] & board->occupied[opponent]);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| King Moves |
//+---------------------------------+
piece = KING + piece_color;
from_square = board->king_square[to_move];
moves = (king_mask[from_square] & board->occupied[opponent]);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
//+---------------------------------+
//| Rook Moves |
//+---------------------------------+
piece = ROOK + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= board->occupied[opponent];
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| Bishop Moves |
//+---------------------------------+
piece = BISHOP + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= board->occupied[opponent];
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| Queen Moves |
//+---------------------------------+
piece = QUEEN + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= board->occupied[opponent];
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= board->occupied[opponent];
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//-- Set the move index to the count
move_list->imove = move_list->count;
}
void generate_evade_check(struct t_board *board, struct t_move_list *move_list) {
t_bitboard _all_pieces = board->all_pieces;
t_chess_piece piece, captured, promote_to;
t_chess_square from_square, to_square;
t_bitboard moves;
t_bitboard pawn_promotions, double_push, interpose;
t_chess_color to_move = board->to_move;
t_chess_color opponent = OPPONENT(to_move);
int piece_color = (to_move * 8);
assert(board->in_check);
//-- Reset move count
move_list->count = 0;
//+---------------------------------+
//| King Moves |
//+---------------------------------+
piece = KING + piece_color;
from_square = board->king_square[to_move];
moves = (king_mask[from_square] & ~board->occupied[to_move]);
board->all_pieces ^= board->pieces[to_move][KING];
while (moves) {
to_square = bitscan_reset(&moves);
if (!is_square_attacked(board, to_square, opponent)) {
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
board->all_pieces ^= board->pieces[to_move][KING];
// if Double Check then exit!
if (board->in_check > 1) {
move_list->imove = move_list->count;
return;
}
//+---------------------------------+
//| Find the Pinned Pieces |
//+---------------------------------+
t_bitboard pinner, pinned;
move_list->pinned_pieces = 0;
//-- Bishops & Queens
t_bitboard b = bishop_rays[board->king_square[to_move]] & (board->pieces[opponent][BISHOP] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
//--Rooks & Queens
b = rook_rays[board->king_square[to_move]] & (board->pieces[opponent][ROOK] | board->pieces[opponent][QUEEN]);
while (b) {
pinner = bitscan_reset(&b);
pinned = between[board->king_square[to_move]][pinner] & _all_pieces;
if (popcount(pinned) == 1)
move_list->pinned_pieces |= (pinned & board->occupied[to_move]);
}
pinned = move_list->pinned_pieces;
//-- PAWN Moves
piece = PAWN + piece_color;
//-- Pawn captures attacker
moves = (pawn_attackers[to_move][board->check_attacker] & board->pieces[to_move][PAWN] & ~pinned);
// Pawn priomotions
pawn_promotions = moves & rank_mask[to_move][SEVENTH_RANK];
// Take out Pawn Promotions
moves ^= pawn_promotions;
while (moves) {
captured = board->square[board->check_attacker];
assert(captured != BLANK);
assert(COLOR(captured) == opponent);
from_square = bitscan_reset(&moves);
move_list->move[move_list->count++] = move_directory[from_square][board->check_attacker][piece] + PIECETYPE(captured);
}
while (pawn_promotions) {
from_square = bitscan_reset(&pawn_promotions);
to_square = board->check_attacker;
captured = PIECETYPE(board->square[to_square]);
for (promote_to = 0; promote_to <= 3; promote_to++) {
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + promote_to;
}
}
//-- e.p. pawn capture (rare case!)
if (board->ep_square) {
if (PIECETYPE(board->square[board->check_attacker]) == PAWN) {
to_square = bitscan(board->ep_square);
moves = (pawn_attackers[to_move][to_square] & board->pieces[to_move][PAWN]);
do {
from_square = bitscan_reset(&moves);
board->all_pieces ^= (SQUARE64(from_square) | SQUARE64((to_square - 8) + (16 * to_move)));
board->pieces[opponent][PAWN] ^= SQUARE64(board->check_attacker);
if (!is_square_attacked(board, board->king_square[to_move], opponent))
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
board->all_pieces ^= (SQUARE64(from_square) | SQUARE64((to_square - 8) + (16 * to_move)));
board->pieces[opponent][PAWN] ^= SQUARE64(board->check_attacker);
} while (moves);
}
}
//-- Set the squares to interpose
interpose = between[board->king_square[to_move]][board->check_attacker];
if (interpose) {
//-- Pawn interposes
// All pawn pushes
moves = board->piecelist[piece] & ~pinned;
moves = (((moves << 8) >> (16 * to_move)) & ~(board->all_pieces));
// Pawn priomotions
pawn_promotions = moves & rank_mask[to_move][EIGHTH_RANK] & interpose;
// Take out Pawn Promotions
moves ^= pawn_promotions;
// Double moves
double_push = (moves & rank_mask[to_move][THIRD_RANK]);
moves &= interpose;
// Spool the moves to the move list
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - 8 + 16 * to_move;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Double Moves
double_push = (((double_push << 8) >> (16 * to_move)) & interpose);
while (double_push) {
to_square = bitscan_reset(&double_push);
from_square = to_square - 16 + 32 * to_move;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Pawn promotions
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - 8 + 16 * to_move;
for (promote_to = 0; promote_to <= 3; promote_to++) {
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + promote_to;
}
}
}
//-- Interpose or Capture by a piece other than a pawn
interpose |= SQUARE64(board->check_attacker);
//+---------------------------------+
//| Knight Moves |
//+---------------------------------+
piece = KNIGHT + piece_color;
t_bitboard source_piece = board->piecelist[piece] & ~pinned;
while (source_piece) {
from_square = bitscan(source_piece);
moves = (knight_mask[from_square] & ~board->occupied[to_move] & interpose);
while (moves) {
to_square = bitscan(moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
moves &= (moves - 1);
}
source_piece &= (source_piece - 1);
}
//+---------------------------------+
//| Rook Moves |
//+---------------------------------+
piece = ROOK + piece_color;
source_piece = board->piecelist[piece] & ~pinned;
while (source_piece) {
from_square = bitscan(source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & board->all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= (~board->occupied[to_move] & interpose);
while (moves) {
to_square = bitscan(moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
moves &= (moves - 1);
}
source_piece &= (source_piece - 1);
}
//+---------------------------------+
//| Bishop Moves |
//+---------------------------------+
piece = BISHOP + piece_color;
source_piece = board->piecelist[piece] & ~pinned;
while (source_piece) {
from_square = bitscan(source_piece);
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & board->all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= (~board->occupied[to_move] & interpose);
while (moves) {
to_square = bitscan(moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
moves &= (moves - 1);
}
source_piece &= (source_piece - 1);
}
//+---------------------------------+
//| Queen Moves |
//+---------------------------------+
piece = QUEEN + piece_color;
source_piece = board->piecelist[piece] & ~pinned;
while (source_piece) {
from_square = bitscan(source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & board->all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= (~board->occupied[to_move] & interpose);
while (moves) {
to_square = bitscan(moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
moves &= (moves - 1);
}
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & board->all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= (~board->occupied[to_move] & interpose);
while (moves) {
to_square = bitscan(moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
moves &= (moves - 1);
}
source_piece &= (source_piece - 1);
}
//-- Set the move index to the count
move_list->imove = move_list->count;
}
void generate_no_capture_no_checks(struct t_board *board, struct t_move_list *move_list) {
t_bitboard _all_pieces = board->all_pieces;
struct t_move_record *move;
t_chess_color to_move = board->to_move;
t_chess_color opponent = OPPONENT(to_move);
t_bitboard not_occupied_to_move = ~board->occupied[to_move];
t_bitboard moves = 0;
t_bitboard source_piece;
// Types of pawn move
t_bitboard double_push;
t_bitboard pawn_promotions;
t_chess_piece piece;
t_chess_piece captured;
t_chess_piece promote_to;
t_chess_square from_square, to_square;
int castle_index;
int forward;
int piece_color = (to_move * 8);
//+---------------------------------+
//| Find the Pinned Pieces |
//+---------------------------------+
//-- ASSUME ALREADY CALCULATED
//+------------------------------------------------------+
//| Calculate check_rays - squares which will give check |
//+------------------------------------------------------+
from_square = board->king_square[opponent];
t_bitboard bishop_check_rays = ~_all_pieces & bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
t_bitboard rook_check_rays = ~_all_pieces & rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
t_bitboard queen_check_rays = bishop_check_rays | rook_check_rays;
t_bitboard knight_check_rays = knight_mask[board->king_square[opponent]] & ~_all_pieces;
bishop_check_rays = ~bishop_check_rays;
rook_check_rays = ~rook_check_rays;
queen_check_rays = ~queen_check_rays;
knight_check_rays = ~knight_check_rays;
//+---------------------------------+
//| Castling Moves |
//+---------------------------------+
if (board->castling && !board->in_check) {
if (board->chess960) {
}
else {
//-- Kingside O-O
castle_index = (to_move * 2);
if ((board->castling >> castle_index) & (uchar)1) {
move = &xmove_list[castle_index];
if (!(_all_pieces & castle[castle_index].possible)) {
move_list->move[move_list->count++] = &xmove_list[castle_index];
}
}
//-- Queenside O-O-O
castle_index++;
if ((board->castling >> castle_index) & (uchar)1) {
move = &xmove_list[castle_index];
if (!(_all_pieces & castle[castle_index].possible)) {
move_list->move[move_list->count++] = &xmove_list[castle_index];
}
}
}
}
//+---------------------------------+
//| Pawn Moves |
//+---------------------------------+
// find the direction of a pawn push
forward = 8 - 16 * to_move;
piece = PAWN + piece_color;
// All pawn pushes
moves = (((board->piecelist[piece] << 8) >> (16 * to_move)) & ~(_all_pieces));
// Pawn priomotions
pawn_promotions = moves & rank_mask[to_move][EIGHTH_RANK];
// Take out Pawn Promotions
moves ^= pawn_promotions;
// Double moves
double_push = (moves & rank_mask[to_move][THIRD_RANK]);
moves &= ~pawn_attackers[to_move][board->king_square[opponent]];
// Spool the moves to the move list
while (moves) {
to_square = bitscan_reset(&moves);
from_square = to_square - forward;
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Double Moves
double_push = (((double_push << 8) >> (16 * to_move)) & ~(_all_pieces));
double_push &= ~pawn_attackers[to_move][board->king_square[opponent]];
while (double_push) {
to_square = bitscan_reset(&double_push);
from_square = to_square - (forward * 2);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece];
}
// Pawn promotions
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward;
for (promote_to = 0; promote_to <= 2; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + promote_to;
}
moves = (((board->piecelist[piece] & B8H1) << 7) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward + 1;
captured = PIECETYPE(board->square[to_square]);
for (promote_to = 0; promote_to <= 2; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + promote_to;
}
// Other direction
moves = (((board->piecelist[piece] & A8G1) << 9) >> (16 * to_move)) & (board->occupied[opponent] | board->ep_square);
pawn_promotions = (moves & rank_mask[to_move][EIGHTH_RANK]);
while (pawn_promotions) {
to_square = bitscan_reset(&pawn_promotions);
from_square = to_square - forward - 1;
captured = PIECETYPE(board->square[to_square]);
for (promote_to = 0; promote_to <= 2; promote_to++)
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + (4 * captured) + promote_to;
}
//+---------------------------------+
//| Knight Moves |
//+---------------------------------+
piece = KNIGHT + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = (knight_mask[from_square] & ~_all_pieces & knight_check_rays);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| King Moves |
//+---------------------------------+
piece = KING + piece_color;
from_square = board->king_square[to_move];
moves = (king_mask[from_square] & ~_all_pieces);
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
//+---------------------------------+
//| Rook Moves |
//+---------------------------------+
piece = ROOK + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = rook_magic_moves[from_square][((rook_magic[from_square].mask & _all_pieces) * rook_magic[from_square].magic) >> 52];
moves &= ~_all_pieces & rook_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);
captured = PIECETYPE(board->square[to_square]);
move_list->move[move_list->count++] = move_directory[from_square][to_square][piece] + captured;
}
}
//+---------------------------------+
//| Bishop Moves |
//+---------------------------------+
piece = BISHOP + piece_color;
source_piece = board->piecelist[piece];
while (source_piece) {
from_square = bitscan_reset(&source_piece);
moves = bishop_magic_moves[from_square][((bishop_magic[from_square].mask & _all_pieces) * bishop_magic[from_square].magic) >> 55];
moves &= ~_all_pieces & bishop_check_rays;
while (moves) {
to_square = bitscan_reset(&moves);