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make.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"
inline BOOL is_in_check_after_move(struct t_board *board, struct t_move_record *move) {
t_chess_color to_move = board->to_move;
t_chess_square king_square = board->king_square[to_move];
t_bitboard b;
t_chess_color opponent = OPPONENT(to_move);
t_chess_square s;
if (PIECETYPE(move->piece) == KING) {
// castling
if (move->move_type == MOVE_CASTLE) {
b = castle[move->index].not_attacked;
do {
s = bitscan_reset(&b);
if (is_square_attacked(board, s, opponent))
return TRUE;
} while (b);
}
// Other King moves
else
return is_square_attacked(board, move->to_square, opponent);
}
else {
b = xray[king_square][move->from_square];
if (b) {
t_bitboard attacker;
board->all_pieces ^= move->from_to_bitboard ^ move->capture_mask;
//-- Bishop
attacker = (b & bishop_rays[king_square] & ~move->capture_mask);
if (attacker) {
attacker &= (board->pieces[opponent][BISHOP] | board->pieces[opponent][QUEEN]);
while (attacker) {
s = bitscan_reset(&attacker);
if ((between[king_square][s] & board->all_pieces) == 0) {
board->all_pieces ^= move->from_to_bitboard ^ move->capture_mask;
return TRUE;
}
}
}
//-- Rooks
attacker = (b & rook_rays[king_square] & ~move->capture_mask);
if (attacker) {
attacker &= (board->pieces[opponent][ROOK] | board->pieces[opponent][QUEEN]);
while (attacker) {
s = bitscan_reset(&attacker);
if ((between[king_square][s] & board->all_pieces) == 0) {
board->all_pieces ^= move->from_to_bitboard ^ move->capture_mask;
return TRUE;
}
}
}
//-- e.p. (rare case)
if (move->move_type == MOVE_PxP_EP) {
board->all_pieces ^= ((SQUARE64(move->to_square) >> 8) << (16 * to_move));
attacker = (b & rook_rays[king_square]);
if (attacker) {
attacker &= (board->pieces[opponent][ROOK] | board->pieces[opponent][QUEEN]);
while (attacker) {
s = bitscan_reset(&attacker);
if ((between[king_square][s] & board->all_pieces) == 0) {
board->all_pieces ^= ((SQUARE64(move->to_square) >> 8) << (16 * to_move));
board->all_pieces ^= move->from_to_bitboard ^ move->capture_mask;
return TRUE;
}
}
}
board->all_pieces ^= ((SQUARE64(move->to_square) >> 8) << (16 * to_move));
}
board->all_pieces ^= move->from_to_bitboard ^ move->capture_mask;
}
}
return FALSE;
}
void make_null_move(struct t_board *board, struct t_undo *undo){
// Transfer everthing required to the Undo record
undo->ep_square = board->ep_square;
undo->fifty_move_count = board->fifty_move_count;
undo->hash = board->hash;
undo->pawn_hash = board->pawn_hash;
//-- Make the necessary changes
board->to_move = OPPONENT(board->to_move);
board->hash ^= white_to_move_hash;
board->pawn_hash ^= white_to_move_hash;
if (board->ep_square){
board->hash ^= ep_hash[COLUMN(bitscan(board->ep_square))];
board->ep_square = 0;
}
board->fifty_move_count++;
draw_stack[++draw_stack_count] = board->hash;
}
void unmake_null_move(struct t_board *board, struct t_undo *undo){
//-- Transfer everything back
board->ep_square = undo->ep_square;
board->fifty_move_count = undo->fifty_move_count;
board->hash = undo->hash;
board->pawn_hash = undo->pawn_hash;
board->to_move = OPPONENT(board->to_move);
draw_stack_count--;
}
BOOL make_move(struct t_board *board, t_bitboard pinned, struct t_move_record *move, struct t_undo *undo) {
t_chess_color color = board->to_move;
t_chess_color opponent = OPPONENT(color);
t_chess_square from = move->from_square;
t_chess_square to = move->to_square;
t_chess_piece piece = move->piece;
t_chess_piece captured = move->captured;
t_chess_square ep_capture;
struct t_castle_record *castle_move;
assert(move->captured != WHITEKING && move->captured != BLACKKING);
assert(integrity(board));
if (!board->in_check) {
switch (move->move_type) {
case MOVE_CASTLE:
if (is_in_check_after_move(board, move))
return FALSE;
break;
case MOVE_PxP_EP:
if (is_in_check_after_move(board, move))
return FALSE;
break;
case MOVE_KING_MOVE:
if (is_in_check_after_move(board, move))
return FALSE;
break;
case MOVE_KINGxPIECE:
if (is_in_check_after_move(board, move))
return FALSE;
break;
case MOVE_KINGxPAWN:
if (is_in_check_after_move(board, move))
return FALSE;
break;
default:
if (SQUARE64(move->from_square) & pinned) {
if (is_in_check_after_move(board, move))
return FALSE;
}
else
assert(!is_in_check_after_move(board, move));
break;
}
}
//-- Write whole tree to file
//write_tree(board, move, TRUE, "tree.txt");
// Transfer everthing required to the Undo record
undo->castling = board->castling;
undo->ep_square = board->ep_square;
undo->attacker = board->check_attacker;
undo->fifty_move_count = board->fifty_move_count;
undo->in_check = board->in_check;
undo->move = move;
undo->hash = board->hash;
undo->pawn_hash = board->pawn_hash;
undo->material_hash = board->material_hash;
// Move on board
board->square[from] = BLANK;
board->to_move = opponent;
board->castling &= move->castling_delta;
// Update Hash
board->hash ^= move->hash_delta;
board->hash ^= castle_hash[board->castling ^ undo->castling];
board->pawn_hash ^= move->pawn_hash_delta;
if (board->ep_square)
board->hash ^= ep_hash[COLUMN(bitscan(board->ep_square))];
switch (move->move_type)
{
case MOVE_CASTLE:
castle_move = &castle[move->index];
// Update bitboards
board->piecelist[piece] ^= (move->from_to_bitboard);
board->pieces[color][ROOK] ^= castle_move->rook_from_to;
board->occupied[color] ^= (move->from_to_bitboard | castle_move->rook_from_to);
board->all_pieces ^= (move->from_to_bitboard | castle_move->rook_from_to);
// Move on board
board->square[to] = piece;
board->square[castle_move->rook_from] = BLANK;
board->square[castle_move->rook_to] = castle_move->rook_piece;
// Update flags
board->fifty_move_count++;
// Update Check flag
update_in_check(board, from, castle_move->rook_to, opponent);
// Update ep flag
board->ep_square = 0;
// King square
board->king_square[color] = to;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PAWN_PUSH1:
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= move->from_to_bitboard;
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PAWN_PUSH2:
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= move->from_to_bitboard;
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// e.p flag
if (pawn_attackers[opponent][(from + to) >> 1] & board->pieces[opponent][PAWN]) {
board->ep_square = SQUARE64((from + to) >> 1);
board->hash ^= ep_hash[COLUMN((from + to) >> 1)];
}
else
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PxPAWN:
// Move on board
board->square[to] = piece;
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// e.p flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PxPIECE:
// Move on board
board->square[to] = piece;
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// e.p flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PxP_EP:
// Move on board
board->square[to] = piece;
ep_capture = ((to - 8) + 16 * color);
board->square[ep_capture] = BLANK;
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= (move->from_to_bitboard ^ SQUARE64(ep_capture));
board->piecelist[captured] ^= SQUARE64(ep_capture);
board->occupied[opponent] ^= SQUARE64(ep_capture);
// Update flags
board->fifty_move_count = 0;
// Update Check flag
if (board->in_check = attack_count(board, board->king_square[opponent], color))
board->check_attacker = who_is_attacking_square(board, board->king_square[opponent], color);
// e.p flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PROMOTION:
// Move on board
board->square[to] = move->promote_to;
// Update Material Hash
board->material_hash ^= material_hash_values[piece][popcount(board->piecelist[piece])];
board->material_hash ^= material_hash_values[move->promote_to][popcount(board->piecelist[move->promote_to]) + 1];
// Update bitboards
board->piecelist[piece] ^= SQUARE64(from);
board->piecelist[move->promote_to] ^= SQUARE64(to);
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= move->from_to_bitboard;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// e.p flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_CAPTUREPROMOTE:
// Move on board
board->square[to] = move->promote_to;
// Update Material Hash
board->material_hash ^= material_hash_values[piece][popcount(board->piecelist[piece])];
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
board->material_hash ^= material_hash_values[move->promote_to][popcount(board->piecelist[move->promote_to]) + 1];
// Update bitboards
board->all_pieces ^= SQUARE64(from);
board->piecelist[piece] ^= SQUARE64(from);
board->piecelist[move->promote_to] ^= SQUARE64(to);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
board->occupied[color] ^= move->from_to_bitboard;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// e.p flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PIECE_MOVE:
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= move->from_to_bitboard;
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count++;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PIECExPIECE:
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_PIECExPAWN:
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
return TRUE;
case MOVE_KING_MOVE:
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= move->from_to_bitboard;
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count++;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update King Position
board->king_square[color] = to;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_KINGxPIECE:
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update King Position
board->king_square[color] = to;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
case MOVE_KINGxPAWN:
// Update Material Hash
board->material_hash ^= material_hash_values[captured][popcount(board->piecelist[captured])];
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= SQUARE64(from);
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
// Move on board
board->square[to] = piece;
// Update flags
board->fifty_move_count = 0;
// Update Check flag
update_in_check(board, from, to, opponent);
// Update ep flag
board->ep_square = 0;
// Update King Position
board->king_square[color] = to;
// Update draw stack with new hash value
draw_stack[++draw_stack_count] = board->hash;
assert(integrity(board));
return TRUE;
}
assert(FALSE);
return FALSE;
}
void unmake_move(struct t_board *board, struct t_undo *undo) {
struct t_move_record *move = undo->move;
t_chess_square from = move->from_square;
t_chess_square to = move->to_square;
t_chess_piece piece = move->piece;
t_chess_color color = OPPONENT(board->to_move);
t_chess_piece captured;
t_chess_piece promote;
t_chess_color opponent;
t_chess_square ep_capture;
struct t_castle_record *castle_move;
assert(integrity(board));
//-- copy back to the board
board->fifty_move_count = undo->fifty_move_count;
board->check_attacker = undo->attacker;
board->ep_square = undo->ep_square;
board->in_check = undo->in_check;
board->castling = undo->castling;
board->hash = undo->hash;
board->pawn_hash = undo->pawn_hash;
board->material_hash = undo->material_hash;
board->square[from] = piece;
board->to_move = color;
draw_stack_count--;
switch (move->move_type)
{
case MOVE_CASTLE:
castle_move = &castle[move->index];
//-- Squares
board->square[to] = BLANK;
board->square[castle_move->rook_to] = BLANK;
board->square[castle_move->rook_from] = castle_move->rook_piece;
//-- Bitboards
board->all_pieces ^= (move->from_to_bitboard ^ castle_move->rook_from_to);
board->occupied[color] ^= (move->from_to_bitboard ^ castle_move->rook_from_to);
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[castle_move->rook_piece] ^= castle_move->rook_from_to;
//-- King Position
board->king_square[color] = from;
return;
case MOVE_PAWN_PUSH1:
//-- Squares
board->square[to] = BLANK;
//-- Bitboards
board->all_pieces ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
return;
case MOVE_PAWN_PUSH2:
//-- Squares
board->square[to] = BLANK;
//-- Bitboards
board->all_pieces ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
return;
case MOVE_PxPAWN:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
assert(integrity(board));
return;
case MOVE_PxPIECE:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
return;
case MOVE_PxP_EP:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = BLANK;
ep_capture = ((to - 8) + 16 * color);
board->square[ep_capture] = PIECEINDEX(opponent, PAWN);
// Update bitboards
board->piecelist[piece] ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->all_pieces ^= (move->from_to_bitboard ^ SQUARE64(ep_capture));
board->piecelist[captured] ^= SQUARE64(ep_capture);
board->occupied[opponent] ^= SQUARE64(ep_capture);
return;
case MOVE_PROMOTION:
promote = move->promote_to;
//-- Squares
board->square[to] = BLANK;
//-- Bitboards
board->all_pieces ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= SQUARE64(from);
board->piecelist[promote] ^= SQUARE64(to);
return;
case MOVE_CAPTUREPROMOTE:
opponent = OPPONENT(color);
promote = move->promote_to;
captured = move->captured;
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->piecelist[piece] ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->occupied[opponent] ^= SQUARE64(to);
board->piecelist[promote] ^= SQUARE64(to);
board->piecelist[captured] ^= SQUARE64(to);
return;
case MOVE_PIECE_MOVE:
//-- Squares
board->square[to] = BLANK;
//-- Bitboards
board->all_pieces ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
return;
case MOVE_PIECExPIECE:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
return;
case MOVE_PIECExPAWN:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
return;
case MOVE_KING_MOVE:
//-- Squares
board->square[to] = BLANK;
//-- Bitboards
board->all_pieces ^= move->from_to_bitboard;
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
//-- King location
board->king_square[color] = from;
assert(integrity(board));
return;
case MOVE_KINGxPIECE:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
//-- King location
board->king_square[color] = from;
return;
case MOVE_KINGxPAWN:
captured = move->captured;
opponent = OPPONENT(color);
//-- Squares
board->square[to] = captured;
//-- Bitboards
board->all_pieces ^= SQUARE64(from);
board->occupied[color] ^= move->from_to_bitboard;
board->piecelist[piece] ^= move->from_to_bitboard;
board->piecelist[captured] ^= SQUARE64(to);
board->occupied[opponent] ^= SQUARE64(to);
//-- King location
board->king_square[color] = from;
return;
}
assert(FALSE);
}
int legal_move_count(struct t_board *board, struct t_move_list *move_list) {
int i;
int n = 0;
for (i = move_list->count - 1; i >= 0; i--) {
switch (move_list->move[i]->move_type) {
case MOVE_CASTLE:
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
break;
case MOVE_PxP_EP:
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
break;
case MOVE_KING_MOVE:
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
break;
case MOVE_KINGxPIECE:
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
break;
case MOVE_KINGxPAWN:
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
break;
default:
if (move_list->move[i]->from_to_bitboard & move_list->pinned_pieces) {
if (!is_in_check_after_move(board, move_list->move[i]))
n++;
}
else
n++;
break;
}
}
return n;
}
void make_game_move(struct t_board *board, char *s)
{
struct t_move_record *move;
struct t_undo undo[1];
move = lookup_move(board, s);
make_move(board, 0, move, undo);
assert(integrity(board));
}
BOOL make_next_see_positive_move(struct t_board *board, struct t_move_list *move_list, t_chess_value see_margin, struct t_undo *undo) {
struct t_move_record *move;
int ibest;
t_chess_value best_value;
//-- Test for no more moves
while (move_list->imove > 0) {
//-- Decrement the move-played index
move_list->imove--;
//-- Initialize the best move
ibest = move_list->imove;
best_value = move_list->value[ibest];
//-- Loop round and find the best move
for (int i = move_list->imove - 1; i >= 0; i--) {
if (move_list->value[i] > best_value) {
best_value = move_list->value[i];
ibest = i;
}
}
//-- Store the best move
move = move_list->move[ibest];
//-- Remove the move from the move list
move_list->move[ibest] = move_list->move[move_list->imove];
move_list->value[ibest] = move_list->value[move_list->imove];
//-- Test to ensure if move is SEE positive
if (see(board, move, see_margin)) {
//-- Make move on board
if (make_move(board, move_list->pinned_pieces, move, undo)) {
move_list->current_move = move;
return TRUE;
}
}
}
//-- No more moves!
return FALSE;
}
BOOL make_next_best_move(struct t_board *board, struct t_move_list *move_list, struct t_undo *undo) {
int ibest;
t_chess_value best_value;
//-- Test for no more moves
while (move_list->imove > 0) {
//-- Decrement the move-played index
move_list->imove--;
//-- Initialize the best move
ibest = move_list->imove;
best_value = move_list->value[ibest];
//-- Loop round and find the best move
for (int i = move_list->imove - 1; i >= 0; i--) {
if (move_list->value[i] > best_value) {
best_value = move_list->value[i];
ibest = i;
}
}
//-- Store the move
move_list->current_move = move_list->move[ibest];
//-- Remove the move from the move list
move_list->move[ibest] = move_list->move[move_list->imove];
move_list->value[ibest] = move_list->value[move_list->imove];
//-- Make move on board
if (make_move(board, move_list->pinned_pieces, move_list->current_move, undo)) {
return TRUE;
}
}
//-- No more moves!
return FALSE;
}
BOOL make_next_move(struct t_board *board, struct t_move_list *move_list, struct t_move_list *bad_move_list, struct t_undo *undo) {
int ibest;
t_chess_value best_value;
struct t_move_record *move;
assert(bad_move_list != NULL);
//-- Test for no more moves in the "normal" move list
while (move_list->imove > 0) {
//-- Decrement the move-played index
move_list->imove--;
//-- Initialize the best move
ibest = move_list->imove;
best_value = move_list->value[ibest];
//-- Loop round and find the best move
for (int i = move_list->imove - 1; i >= 0; i--) {
if (move_list->value[i] > best_value) {
best_value = move_list->value[i];
ibest = i;
}
}
move = move_list->move[ibest];
//-- Remove the move from the move list
move_list->move[ibest] = move_list->move[move_list->imove];
move_list->value[ibest] = move_list->value[move_list->imove];
//-- Is the move a SEE positive capture or a hash move
if (!move->captured || move == move_list->hash_move || see(board, move, 0)){
//-- Store the move
move_list->current_move = move;
//-- Make move on board
if (make_move(board, move_list->pinned_pieces, move, undo))
return TRUE;
}
else{
//-- Transfer the move over the other "bad" move list
int j = bad_move_list->count;
bad_move_list->move[j] = move;
bad_move_list->value[j] = best_value;
bad_move_list->imove = ++bad_move_list->count;
}
}
//-- Now see if there are any moves in the "bad" move list
while (bad_move_list->imove > 0){
//-- Decrement the move-played index
bad_move_list->imove--;
//-- Initialize the best move
ibest = bad_move_list->imove;
best_value = bad_move_list->value[ibest];
//-- Loop round and find the best move
for (int i = bad_move_list->imove - 1; i >= 0; i--) {
if (bad_move_list->value[i] > best_value) {
best_value = bad_move_list->value[i];
ibest = i;
}
}
move = bad_move_list->move[ibest];
assert(move->captured);
//-- Remove the move from the move list
bad_move_list->move[ibest] = bad_move_list->move[bad_move_list->imove];
bad_move_list->value[ibest] = bad_move_list->value[bad_move_list->imove];
//-- Store the move
move_list->current_move = move;
//-- Make move on board
if (make_move(board, move_list->pinned_pieces, move, undo))
return TRUE;
}
//-- No more moves!
return FALSE;
}
BOOL simple_make_next_move(struct t_board *board, struct t_move_list *move_list, struct t_undo *undo)
{
struct t_move_record *move;
//-- Now see if there are any moves in move list
while (move_list->imove > 0){
//-- Decrement the move-played index
move_list->imove--;
move = move_list->move[move_list->imove];
move_list->current_move = move;
//-- Make move on board
if (make_move(board, move_list->pinned_pieces, move, undo))
return TRUE;
}
//-- No more moves!
return FALSE;
}
BOOL is_move_legal(struct t_board *board, struct t_move_record *move)
{
struct t_move_list move_list[1];
struct t_undo undo[1];
if (board->in_check)
generate_evade_check(board, move_list);
else
generate_moves(board, move_list);
for (int i = move_list->count - 1; i >= 0; i--){
if (move_list->move[i] == move){
if (make_move(board, move_list->pinned_pieces, move, undo)){
unmake_move(board, undo);
return TRUE;
}
else
return FALSE;
}
}
return FALSE;
}