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board_util.cpp
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board_util.cpp
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// board utilities
#include "chess.h"
#include <intrin.h>
#define USE_PREFETCH 1
extern UINT64 *eh; // eval hash pointer
extern unsigned int pv10[];
UINT64 knight_masks[64]; // knight masks - all directions.
UINT64 bishop_masks[64]; // bishop masks - 4 directions, all cells excluding the one where bishop is.
UINT64 rook_masks[64]; // rook masks - 4 directions, all cells excluding the one where rook is.
UINT64 king_masks[64]; // king masks - all directions.
UINT64 ray_segment[64][64]; // segment of a ray from X to Y. Zero if X and Y are not on a straight line. 32 Kb in size.
UINT64 dir_mask[5][64]; // mask of allowed move directions. 0-all, 1-1, 2-7, 3-8, 4-9.
static unsigned int castle_mask[64]; // move to/from, 4 bit masks. And with board to update, for both "from" and "to" cells.
UINT64 zorb_castle[16]; // castle zorb
unsigned char dir_norm[64][64]; // move to/from. Normalized direction - 1,7,8,9.
unsigned char dist[64][64]; // move to/from. Distance, 0 to 7. Max over x/y.
const UINT64 pawn_attacks[2][64]={{ // cell attacked by white/black pawns
0x0000000000000000,0x0000000000000100,0x0000000000000200,0x0000000000000400,0x0000000000000800,0x0000000000001000,0x0000000000002000,0x0000000000004000,
0x0000000000000000,0x0000000000010001,0x0000000000020002,0x0000000000040004,0x0000000000080008,0x0000000000100010,0x0000000000200020,0x0000000000400040,
0x0000000000000000,0x0000000001000100,0x0000000002000200,0x0000000004000400,0x0000000008000800,0x0000000010001000,0x0000000020002000,0x0000000040004000,
0x0000000000000000,0x0000000100010000,0x0000000200020000,0x0000000400040000,0x0000000800080000,0x0000001000100000,0x0000002000200000,0x0000004000400000,
0x0000000000000000,0x0000010001000000,0x0000020002000000,0x0000040004000000,0x0000080008000000,0x0000100010000000,0x0000200020000000,0x0000400040000000,
0x0000000000000000,0x0001000100000000,0x0002000200000000,0x0004000400000000,0x0008000800000000,0x0010001000000000,0x0020002000000000,0x0040004000000000,
0x0000000000000000,0x0100010000000000,0x0200020000000000,0x0400040000000000,0x0800080000000000,0x1000100000000000,0x2000200000000000,0x4000400000000000,
0x0000000000000000,0x0001000000000000,0x0002000000000000,0x0004000000000000,0x0008000000000000,0x0010000000000000,0x0020000000000000,0x0040000000000000},
{0x0000000000000200,0x0000000000000400,0x0000000000000800,0x0000000000001000,0x0000000000002000,0x0000000000004000,0x0000000000008000,0x0000000000000000,
0x0000000000020002,0x0000000000040004,0x0000000000080008,0x0000000000100010,0x0000000000200020,0x0000000000400040,0x0000000000800080,0x0000000000000000,
0x0000000002000200,0x0000000004000400,0x0000000008000800,0x0000000010001000,0x0000000020002000,0x0000000040004000,0x0000000080008000,0x0000000000000000,
0x0000000200020000,0x0000000400040000,0x0000000800080000,0x0000001000100000,0x0000002000200000,0x0000004000400000,0x0000008000800000,0x0000000000000000,
0x0000020002000000,0x0000040004000000,0x0000080008000000,0x0000100010000000,0x0000200020000000,0x0000400040000000,0x0000800080000000,0x0000000000000000,
0x0002000200000000,0x0004000400000000,0x0008000800000000,0x0010001000000000,0x0020002000000000,0x0040004000000000,0x0080008000000000,0x0000000000000000,
0x0200020000000000,0x0400040000000000,0x0800080000000000,0x1000100000000000,0x2000200000000000,0x4000400000000000,0x8000800000000000,0x0000000000000000,
0x0002000000000000,0x0004000000000000,0x0008000000000000,0x0010000000000000,0x0020000000000000,0x0040000000000000,0x0080000000000000,0x0000000000000000}};
static const unsigned int dir_trans[]={0,1,0,0,0,0,0,2,3,4}; // translate direction from 1/7/8/9 to 1/2/3/4
void init_moves(void){
unsigned int i,j,k;
// init castle masks
for(i=0;i<64;++i) castle_mask[i]=1+2+4+8;// init to "castling rights not lost"
castle_mask[0]&=14; // rook at 0
castle_mask[56]&=13; // rook at 56
castle_mask[7]&=11; // rook at 7
castle_mask[63]&=7; // rook at 63
castle_mask[32]&=12; // king at 32, both ways
castle_mask[39]&=3; // king at 39, both ways
// init castle zorb
for(i=0;i<16;++i){
zorb_castle[i]=0;
if( i&1 ) zorb_castle[i]^=zorb[0][0][0];
if( i&2 ) zorb_castle[i]^=zorb[0][0][8];
if( i&4 ) zorb_castle[i]^=zorb[0][0][16];
if( i&8 ) zorb_castle[i]^=zorb[0][0][24];
}
// init direction normalization table
// init distance table
memset(dir_norm,0,sizeof(dir_norm));// init to "not valid direction"=0
for(i=0;i<64;++i)
for(j=0;j<64;++j){
dist[i][j]=max(abs(((int)i>>3)-((int)j>>3)),abs(((int)i&7)-((int)j&7)));// distance
if( i==j )// skip same to same attack - it is not real.
continue;
int x1=i%8,x2=j%8,y1=i/8,y2=j/8;
if(x1==x2)
dir_norm[i][j]=8;
else if(y1==y2)
dir_norm[i][j]=1;
else if( (y1-y2)==(x1-x2) )
dir_norm[i][j]=9;
else if( (y1-y2)==(x2-x1) )
dir_norm[i][j]=7;
}
// init attack bitmasks
UINT64 one=1,m;
int dx0[8]={1,-1,1,-1,1,-1,0,0},dy0[8]={1,1,-1,-1,0,0,1,-1};// ray directions: Bishop, then Rook
int dx1[8]={1,1,-1,-1,2,2,-2,-2},dy1[8]={2,-2,2,-2,1,-1,1,-1};// knight directions: +9,+7,-7,-9,+1,-1,+8,-8
for(i=0;i<64;++i){// loop over cell
rook_masks[i]=bishop_masks[i]=knight_masks[i]=king_masks[i]=0;
for(j=0;j<8;++j){// loop over directions
int x=i&7,y=i>>3,dx=dx0[j],dy=dy0[j];
x+=dx;y+=dy;// step 1
// get king masks
if( x>=0 && x<8 && y>=0 && y<8 )
king_masks[i]|=(one<<(x+y*8));
// get rook and bishop masks
m=0;
while( x>=0 && x<8 && y>=0 && y<8 ){// steps in direction dir
m|=(one<<(x+y*8));
x+=dx;y+=dy;// next step
}
if(j<4)
bishop_masks[i]|=m;
else
rook_masks[i]|=m;
// get knight masks
x=(i&7)+dx1[j];y=(i>>3)+dy1[j];
if( x>=0 && x<8 && y>=0 && y<8 )
knight_masks[i]|=(one<<(x+y*8));
}
}
// ray_segment, from i to j excluding i/j.
for(i=0;i<64;++i){// from
for(j=0;j<64;++j){// to
ray_segment[i][j]=0;
unsigned char d=dir_norm[i][j];// Normalized direction - 1,7,8,9.
if( d ){// on a straight line.
if(j>i){
for(k=i+d;k<j;k+=d)
ray_segment[i][j]|=(one<<k);
}else{
for(k=j+d;k<i;k+=d)
ray_segment[i][j]|=(one<<k);
}
}
}
}
// mask of allowed move directions. 0-all, 1-1, 2-7, 3-8, 4-9.
for(i=0;i<64;++i){// from
dir_mask[0][i]=dir_mask[1][i]=dir_mask[2][i]=dir_mask[3][i]=dir_mask[4][i]=0xffffffffffffffff;// init to "all"
for(j=0;j<64;++j){// to
k=dir_norm[i][j];// direction
if( k==0 ) dir_mask[0][i]^=one<<j;
if( k!=1 ) dir_mask[1][i]^=one<<j;
if( k!=7 ) dir_mask[2][i]^=one<<j;
if( k!=8 ) dir_mask[3][i]^=one<<j;
if( k!=9 ) dir_mask[4][i]^=one<<j;
}
}
//test - create some masks
/*{FILE *f=fopen("c://xde//chess//out//v.csv","w");
for(i=0;i<64;++i){
UINT64 m=0;
int x0=i&7,y0=i/8,x,y,z;
for( int dx=-1;dx<2;dx++){
for( int dy=-1;dy<2;dy++){
int dz=dx+dy*8;
if( dz==0 )
continue;
// move in direction dz
x=x0+dx;y=y0+dy;z=i+dz;
//while( x<8 && y<8 && x>=0 && y>=0 ){
while( x+dx<8 && y+dy<8 && x+dx>=0 && y+dy>=0 ){
m=m|(UINT64(1)<<z);
x+=dx;y+=dy;z+=dz;
}
}
}
// write to file
fprintf(f,"%I64x\n",m);
}
fclose(f);
exit(0);}*/
}
static inline void set_piece(board *b,unsigned int cell,unsigned int piece){// set piece at position "cell"
b->piece[cell]=piece;
}
static inline unsigned int get_knight_moves(board *b,unsigned char *list,unsigned char player,unsigned int cell,UINT64 allowed_mask){
UINT64 attack_mask=knight_masks[cell]&allowed_mask;
unsigned int mc=0;
while( attack_mask ){unsigned long bit;
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
return(mc);
}
static inline unsigned int get_bishop_moves(board *b,unsigned char *list,unsigned char player,unsigned int cell,UINT64 o,UINT64 allowed_mask){
UINT64 attack_mask=attacks_bb_B(cell,o)&allowed_mask;
unsigned int mc=0;
while( attack_mask ){unsigned long bit;
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
return(mc);
}
static inline unsigned int get_rook_moves(board *b,unsigned char *list,unsigned char player,unsigned int cell,UINT64 o,UINT64 allowed_mask){
UINT64 attack_mask=attacks_bb_R(cell,o)&allowed_mask;
unsigned int mc=0;
while( attack_mask ){unsigned long bit;
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
return(mc);
}
static inline unsigned int get_queen_moves(board *b,unsigned char *list,unsigned char player,unsigned int cell,UINT64 o,UINT64 allowed_mask){
UINT64 attack_mask=(attacks_bb_R(cell,o)|attacks_bb_B(cell,o))&allowed_mask;
unsigned int mc=0;
while( attack_mask ){unsigned long bit;
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
return(mc);
}
static inline unsigned int get_king_moves_l(board *b,unsigned char *list,unsigned char player,unsigned int cell){
UINT64 p_a,attack_mask;
// eliminate cells attacked by opp pawns
if( (player&2) )
p_a=(b->piececolorBB[0][0]<<9) | (b->piececolorBB[0][0]>>7);// white pawns attack
else
p_a=(b->piececolorBB[0][1]<<7) | (b->piececolorBB[0][1]>>9);// black pawns attack
p_a|=b->colorBB[player-1];// eliminate cells occupied by player (keep opponent - those are attacks)
p_a|=king_masks[b->kp[2-player]];// eliminate cells attacked by opp king
attack_mask=king_masks[cell]&(~p_a);
unsigned long bit;
unsigned int mc=0;
while( attack_mask ){
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
if( b->castle ){// skip castle logic if all flags are off
// check for castling
// king is not in check, it does not pass through a square that is under attack by an enemy piece, and does not end up in check.
if( player==1 ){//white
if( (b->castle&1) && (b->piece[8]+b->piece[16]+b->piece[24])==0 && !cell_under_attack(b,16,1) && !cell_under_attack(b,24,1) && !cell_under_attack(b,32,1) && dist[b->kp[1]][16]>1 && dist[b->kp[1]][24]>1 && dist[b->kp[1]][32]>1 ){// up
list[0]=32;list[1]=16;mc++;list+=2;
}
if( (b->castle&2) && (b->piece[40]+b->piece[48])==0 && !cell_under_attack(b,32,1) && !cell_under_attack(b,40,1) && !cell_under_attack(b,48,1) && dist[b->kp[1]][48]>1 && dist[b->kp[1]][40]>1 && dist[b->kp[1]][32]>1 ){// down
list[0]=32;list[1]=48;mc++;list+=2;
}
}else{// black
if( (b->castle&4) && (b->piece[15]+b->piece[23]+b->piece[31])==0 && !cell_under_attack(b,23,2) && !cell_under_attack(b,31,2) && !cell_under_attack(b,39,2) && dist[b->kp[0]][23]>1 && dist[b->kp[0]][31]>1 && dist[b->kp[0]][39]>1 ){// up
list[0]=39;list[1]=23;mc++;list+=2;
}
if( (b->castle&8) && (b->piece[47]+b->piece[55])==0 && !cell_under_attack(b,39,2) && !cell_under_attack(b,47,2) && !cell_under_attack(b,55,2) && dist[b->kp[0]][55]>1 && dist[b->kp[0]][47]>1 && dist[b->kp[0]][39]>1 ){// down
list[0]=39;list[1]=55;mc++;list+=2;
}
}
}
return(mc);
}
static inline unsigned int get_king_moves_l_no_captures(board *b,unsigned char *list,unsigned char player,unsigned int cell){
UINT64 p_a,attack_mask;
// eliminate cells attacked by opp pawns
if( (player&2) )
p_a=(b->piececolorBB[0][0]<<9) | (b->piececolorBB[0][0]>>7);// white pawns attack
else
p_a=(b->piececolorBB[0][1]<<7) | (b->piececolorBB[0][1]>>9);// black pawns attack
p_a|=b->colorBB[player-1];// eliminate cells occupied by player (keep opponent - those are attacks)
p_a|=king_masks[b->kp[2-player]];// eliminate cells attacked by opp king
attack_mask=king_masks[cell]&(~p_a)&(~b->colorBB[2-player]); // eliminate cells occupied by opponent
unsigned long bit;
unsigned int mc=0;
while( attack_mask ){
GET_BIT(attack_mask)
list[0]=cell;list[1]=(unsigned char)bit;mc++;list+=2;
}
if( b->castle ){// skip castle logic if all flags are off
// check for castling
// king is not in check, it does not pass through a square that is under attack by an enemy piece, and does not end up in check.
if( player==1 ){//white
if( (b->castle&1) && (b->piece[8]+b->piece[16]+b->piece[24])==0 && !cell_under_attack(b,16,1) && !cell_under_attack(b,24,1) && !cell_under_attack(b,32,1) && dist[b->kp[1]][16]>1 && dist[b->kp[1]][24]>1 && dist[b->kp[1]][32]>1 ){// up
list[0]=32;list[1]=16;mc++;list+=2;
}
if( (b->castle&2) && (b->piece[40]+b->piece[48])==0 && !cell_under_attack(b,32,1) && !cell_under_attack(b,40,1) && !cell_under_attack(b,48,1) && dist[b->kp[1]][48]>1 && dist[b->kp[1]][40]>1 && dist[b->kp[1]][32]>1 ){// down
list[0]=32;list[1]=48;mc++;list+=2;
}
}else{// black
if( (b->castle&4) && (b->piece[15]+b->piece[23]+b->piece[31])==0 && !cell_under_attack(b,23,2) && !cell_under_attack(b,31,2) && !cell_under_attack(b,39,2) && dist[b->kp[0]][23]>1 && dist[b->kp[0]][31]>1 && dist[b->kp[0]][39]>1 ){// up
list[0]=39;list[1]=23;mc++;list+=2;
}
if( (b->castle&8) && (b->piece[47]+b->piece[55])==0 && !cell_under_attack(b,39,2) && !cell_under_attack(b,47,2) && !cell_under_attack(b,55,2) && dist[b->kp[0]][55]>1 && dist[b->kp[0]][47]>1 && dist[b->kp[0]][39]>1 ){// down
list[0]=39;list[1]=55;mc++;list+=2;
}
}
}
return(mc);
}
static unsigned int get_ep_moves_l(board *b,unsigned char *list,unsigned char player){
UINT64 one=1,m1,m2;
unsigned int move_count=0,c_l;
// get all en passant captures
// Here discovered check can be caused by movement of either pawn, as well as only by movement of both -> use full pin logic. Slow but reliable.
if( player==1 ){// white
if( b->last_move>=9 && b->piece[b->last_move-9]==65 ){// from LM-9. Don't forget pin check.
m1=(one<<b->last_move)|(one<<(b->last_move-9));
m2=(one<<(b->last_move-1));
b->piececolorBB[0][0]^=m1;b->piececolorBB[0][1]^=m2;
b->colorBB[0]^=m1;b->colorBB[1]^=m2;// update occupied bitboards
c_l=cell_under_attack(b,b->kp[0],1); // see if it puts king in check
b->colorBB[0]^=m1;b->colorBB[1]^=m2;// update occupied bitboards
b->piececolorBB[0][0]^=m1;b->piececolorBB[0][1]^=m2;
if( !c_l ){
list[0]=b->last_move-9;list[1]=b->last_move;move_count++;list+=2;
}
}
if( b->last_move<=55 && b->piece[b->last_move+7]==65 ){// from LM+7. Don't forget pin check
m1=(one<<b->last_move)|(one<<(b->last_move+7));
m2=(one<<(b->last_move-1));
b->piececolorBB[0][0]^=m1;b->piececolorBB[0][1]^=m2;
b->colorBB[0]^=m1;b->colorBB[1]^=m2;// update occupied bitboards
c_l=cell_under_attack(b,b->kp[0],1); // see if it puts king in check
b->colorBB[0]^=m1;b->colorBB[1]^=m2;// update occupied bitboards
b->piececolorBB[0][0]^=m1;b->piececolorBB[0][1]^=m2;
if( !c_l ){
list[0]=b->last_move+7;list[1]=b->last_move;move_count++;list+=2;
}
}
}else{//black
if( b->last_move>=7 && b->piece[b->last_move-7]==129 ){// from LM-7. Don't forget pin check
m1=(one<<b->last_move)|(one<<(b->last_move-7));
m2=(one<<(b->last_move+1));
b->piececolorBB[0][1]^=m1;b->piececolorBB[0][0]^=m2;
b->colorBB[1]^=m1;b->colorBB[0]^=m2;// update occupied bitboards
c_l=cell_under_attack(b,b->kp[1],2); // see if it puts king in check
b->colorBB[1]^=m1;b->colorBB[0]^=m2;// update occupied bitboards
b->piececolorBB[0][1]^=m1;b->piececolorBB[0][0]^=m2;
if( !c_l ){
list[0]=b->last_move-7;list[1]=b->last_move;move_count++;list+=2;
}
}
if( b->last_move<=55 && b->piece[b->last_move+9]==129 ){// from LM+9. Don't forget pin check
m1=(one<<b->last_move)|(one<<(b->last_move+9));
m2=(one<<(b->last_move+1));
b->piececolorBB[0][1]^=m1;b->piececolorBB[0][0]^=m2;
b->colorBB[1]^=m1;b->colorBB[0]^=m2;// update occupied bitboards
c_l=cell_under_attack(b,b->kp[1],2); // see if it puts king in check
b->colorBB[1]^=m1;b->colorBB[0]^=m2;// update occupied bitboards
b->piececolorBB[0][1]^=m1;b->piececolorBB[0][0]^=m2;
if( !c_l ){
list[0]=b->last_move+9;list[1]=b->last_move;move_count++;list+=2;
}
}
}
return(move_count);
}
unsigned int get_all_moves_new_part1(board *b,unsigned char *list,UINT64 *pinBB_r){// get list of all available moves - captures and promotions only. Return count. Put moves on the list.
UINT64 move_count=0,j,mc1,pinBB=0,pinned_pawns=0,one=1,a,a2,o=b->colorBB[0]|b->colorBB[1],allowed_mask=b->colorBB[2-b->player];// only opp cell are allowed
unsigned long bit;
unsigned int king_position=b->kp[b->player-1],p_c=0,p_cell[8],p_d[8],player=b->player;
unsigned char p_d2[64];// for each cell, direction of allowed moves: 1,7,8,9. 0 if all allowed.
// find all absolutely pinned squares. Don't forget the pinned directions.
// a is mask of all opp sliders on king attack lines, excluding the ones blocked by OPP
a=(b->piececolorBB[2][2-player]|b->piececolorBB[4][2-player])&attacks_bb_B(king_position,b->colorBB[2-player]);// exclude OPP blockers
a|=(b->piececolorBB[3][2-player]|b->piececolorBB[4][2-player])&attacks_bb_R(king_position,b->colorBB[2-player]);// exclude OPP blockers
memset(p_d2,0,64);// init to "all allowed"
while( a ){
GET_BIT(a)
a2=ray_segment[king_position][bit]&b->colorBB[player-1];
if( popcnt64l(a2)==1 ){// exactly 1 player blocker. Use popcnt to avoid branch mispredicts.
BSF64l(&bit,a2); // now bit is position of the pinned piece
pinBB|=a2; // add it to bitboard. This adds a whole ray, not just one bit. But it does not matter. Used for pawns and knights only.
unsigned int dirnorm=dir_norm[bit][king_position];
if( !(b->piece[bit]&6) ){ // pawn only
if( dirnorm!=8 ){ // exclude pawns allowed in direction 8 only - that is not a valid pawn direction!
p_cell[p_c]=bit; // pinned pawn position
p_d[p_c]=dirnorm; // pinned pawn direction
p_c++; // count it
pinned_pawns|=a2; // mask of pinned pawns
}
}else
p_d2[bit]=dir_trans[dirnorm]; // pinned piece direction2=0,1,2,3,4. By cell. Used for sliders only.
}
}
*pinBB_r=pinBB; // return BB of pins
// get all en passant captures
if( b->last_move!=INVALID_LAST_MOVE ){// valid last move. This guarantees that at least 1 opp pawn is in correct place. They can only be disallowed by pins.
mc1=get_ep_moves_l(b,list,player);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get queen moves. Pin has to be considered.
a=b->piececolorBB[4][player-1];
while( a ){
GET_BIT(a)
mc1=get_queen_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get rook moves. Pin has to be considered.
a=b->piececolorBB[3][player-1];
while( a ){
GET_BIT(a)
mc1=get_rook_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get bishop moves. Pin has to be considered.
a=b->piececolorBB[2][player-1];
while( a ){
GET_BIT(a)
mc1=get_bishop_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get knight moves. Pin has to be considered.
a=b->piececolorBB[1][player-1]&(~pinBB);// BB of unpinned knights
while( a ){
GET_BIT(a)
mc1=get_knight_moves(b,list,player,bit,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get pawn moves. Pin has to be considered.
if( player==1 ){// for white pawns***************************************************************
// first, unpinned pawns
a=b->piececolorBB[0][0]&(~pinBB);// BB of unpinned pawns
// move forward one square. Only select rank 7 - promotions
a2=((a&0x4040404040404040)<<1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to +9.
a2=(a<<9)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to -7.
a2=(a>>7)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// second, pinned pawns
a=b->piececolorBB[0][0]&pinned_pawns;// BB of pinned pawns
if( a){
// move forward one square. Only select rank 7 - promotions
a2=((a&0x4040404040404040)<<1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit-1==p_cell[j] ){// here pawn moves from bit-1
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit-1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// attack to +9.
a2=(a<<9)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit-9==p_cell[j] ){// here pawn moves from bit-9
pin=1;
break;
}
if( !pin || p_d[j]==9 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit-9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// attack to -7.
a2=(a>>7)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit+7==p_cell[j] ){// here pawn moves from bit+7
pin=1;
break;
}
if( !pin || p_d[j]==7 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit+7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
}
}else{// for black pawns*****************************************************************************
// first, unpinned pawns
a=b->piececolorBB[0][1]&(~pinBB);// BB of unpinned pawns
// move forward one square. Onlt select rank 2 - promotions.
a2=((a&0x0202020202020202)>>1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to +7.
a2=(a<<7)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to -9.
a2=(a>>9)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// second, pinned pawns
a=b->piececolorBB[0][1]&pinned_pawns;// BB of pinned pawns
if( a ){
// move forward one square. Onlt select rank 2 - promotions.
a2=((a&0x0202020202020202)>>1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit+1==p_cell[j] ){// here pawn moves from bit+1
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit+1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// attack to +7.
a2=(a<<7)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit-7==p_cell[j] ){// here pawn moves from bit-7
pin=1;
break;
}
if( !pin || p_d[j]==7 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit-7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// attack to -9.
a2=(a>>9)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit+9==p_cell[j] ){// here pawn moves from bit+9
pin=1;
break;
}
if( !pin || p_d[j]==9 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit+9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
}
}
// get king moves.
a=king_masks[b->kp[player-1]]&allowed_mask;// attacks only
if( a ) {
// eliminate cells attacked by opp pawns
if( (player&2) )
a2=(b->piececolorBB[0][0]<<9) | (b->piececolorBB[0][0]>>7);// white pawns attack
else
a2=(b->piececolorBB[0][1]<<7) | (b->piececolorBB[0][1]>>9);// black pawns attack
a2|=king_masks[b->kp[2-player]];// eliminate cells attacked by opp king
a&=(~a2);
while( a ){
GET_BIT(a)
list[0]=b->kp[player-1];list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
return(unsigned int(move_count));// return move count
}
unsigned int get_all_moves_new_part2(board *b,unsigned char *list,UINT64 pinBB){// get list of all available moves - excluding captures and promotions. Return count. Put moves on the list.
UINT64 move_count=0,mc1,pinned_pawns=0,one=1,a,a2,o=b->colorBB[0]|b->colorBB[1],allowed_mask=~o; // only empties are allowed
unsigned long bit;
unsigned int king_position=b->kp[b->player-1],j,p_c=0,p_cell[8],p_d[8],player=b->player;
unsigned char p_d2[64];// for each cell, direction of allowed moves: 1,7,8,9. 0 if all allowed.
// find all absolutely pinned squares. Don't forget the pinned directions.
// a is mask of all opp sliders on king attack lines, excluding the ones blocked by OPP
a=pinBB;
memset(p_d2,0,64);// init to "all allowed"
while( a ){
GET_BIT(a)
unsigned int dirnorm=dir_norm[bit][king_position];
if( !(b->piece[bit]&6) ){ // pawn only
if( dirnorm!=8 ){ // exclude pawns allowed in direction 8 only - that is not a valid pawn direction!
p_cell[p_c]=bit; // pinned pawn position
p_d[p_c]=dirnorm; // pinned pawn direction
p_c++; // count it
pinned_pawns|=(UINT64(1)<<bit); // mask of pinned pawns
}
}else
p_d2[bit]=dir_trans[dirnorm]; // pinned piece direction2=0,1,2,3,4. By cell. Used for sliders only.
}
// get queen moves. Pin has to be considered.
a=b->piececolorBB[4][player-1];
while( a ){
GET_BIT(a)
mc1=get_queen_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get rook moves. Pin has to be considered.
a=b->piececolorBB[3][player-1];
while( a ){
GET_BIT(a)
mc1=get_rook_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get bishop moves. Pin has to be considered.
a=b->piececolorBB[2][player-1];
while( a ){
GET_BIT(a)
mc1=get_bishop_moves(b,list,player,bit,o,allowed_mask&dir_mask[p_d2[bit]][bit]);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get knight moves. Pin has to be considered.
a=b->piececolorBB[1][player-1]&(~pinBB);// BB of unpinned knights
while( a ){
GET_BIT(a)
mc1=get_knight_moves(b,list,player,bit,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get pawn moves. Pin has to be considered.
if( player==1 ){// for white pawns***************************************************************
// first, unpinned pawns
a=b->piececolorBB[0][0]&(~pinBB);// BB of unpinned pawns
// move forward two squares. Only select pawns on row 2.
a2=((a&0x0202020202020202)<<2)&(~o)&(~(o<<1));// moving to empty squares, through empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-2;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// move forward one square. Exclude rank 7=promotions
a2=((a&0xbfbfbfbfbfbfbfbf)<<1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// second, pinned pawns
a=b->piececolorBB[0][0]&pinned_pawns;// BB of pinned pawns
if( a){
// move forward two squares. Only select pawns on row 2.
a2=((a&0x0202020202020202)<<2)&(~o)&(~(o<<1));// moving to empty squares, through empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit-2==p_cell[j] ){// here pawn moves from bit-2
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit-2;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// move forward one square. Exclude rank 7=promotions
a2=((a&0xbfbfbfbfbfbfbfbf)<<1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit-1==p_cell[j] ){// here pawn moves from bit-1
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit-1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
}
}else{// for black pawns*****************************************************************************
// first, unpinned pawns
a=b->piececolorBB[0][1]&(~pinBB);// BB of unpinned pawns
// move forward two squares. Only select pawns on row 7.
a2=((a&0x4040404040404040)>>2)&(~o)&(~(o>>1));// moving to empty squares, through empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+2;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// move forward one square. Exclude rank 2=promotions
a2=((a&0xfdfdfdfdfdfdfdfd)>>1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// second, pinned pawns
a=b->piececolorBB[0][1]&pinned_pawns;// BB of pinned pawns
if( a ){
// move forward two squares. Only select pawns on row 7.
a2=((a&0x4040404040404040)>>2)&(~o)&(~(o>>1));// moving to empty squares, through empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit+2==p_cell[j] ){// here pawn moves from bit+2
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit+2;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// move forward one square. Exclude rank 2=promotions
a2=((a&0xfdfdfdfdfdfdfdfd)>>1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
// exclude disallowed moves
unsigned int pin=0;
for(j=0;j<p_c;++j)// find pinned data
if( bit+1==p_cell[j] ){// here pawn moves from bit+1
pin=1;
break;
}
if( !pin || p_d[j]==1 ){// allowed. Or not pinned. Record it
list[0]=(unsigned char)bit+1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
}
}
// get king moves. Pin does not get into consideration.
mc1=get_king_moves_l_no_captures(b,list,player,king_position);
move_count+=mc1;
list+=(mc1<<1);// move up the list pointer
return(unsigned int(move_count));// return move count
}
unsigned int get_all_moves(board *b,unsigned char *list){// get list of all available moves. Return count. Put moves on the list.
UINT64 pi;
unsigned int mc=get_all_moves_new_part1(b,list,&pi); // captures generated
mc+=get_all_moves_new_part2(b,&list[2*mc],pi); // non-captures generated
return(mc);// return move count
}
unsigned int get_all_attack_moves(board *b,unsigned char *list){// get list of all attack moves. Return count. Put moves on the list. Order is different: now pinned and unpinned pawn moves are together!
UINT64 move_count=0,mc1,a,a2,o=b->colorBB[0]|b->colorBB[1],allowed_mask=b->colorBB[2-b->player];
unsigned long bit;
unsigned int player=b->player;
// get pawn moves.
if( player==1 ){// for white pawns***************************************************************
a=b->piececolorBB[0][0];// BB of pawns
// count promotions as attack moves
a2=((a&0x4040404040404040)<<1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to +9.
a2=(a<<9)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to -7.
a2=(a>>7)&b->colorBB[1];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}else{// for black pawns*****************************************************************************
a=b->piececolorBB[0][1];// BB of pawns
// count promotions as attack moves
a2=((a&0x0202020202020202)>>1)&(~o);// moving to empty squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+1;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to +7.
a2=(a<<7)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit-7;list[1]=(unsigned char)bit;move_count++;list+=2;
}
// attack to -9.
a2=(a>>9)&b->colorBB[0];// moving to OPP squares
// serialize
while( a2 ){
GET_BIT(a2)
list[0]=(unsigned char)bit+9;list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// get rook moves.
a=b->piececolorBB[3][player-1];
while( a ){
GET_BIT(a)
mc1=get_rook_moves(b,list,player,bit,o,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get bishop moves.
a=b->piececolorBB[2][player-1];
while( a ){
GET_BIT(a)
mc1=get_bishop_moves(b,list,player,bit,o,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get knight moves.
a=b->piececolorBB[1][player-1];
while( a ){
GET_BIT(a)
mc1=get_knight_moves(b,list,player,bit,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get king moves.
a=king_masks[b->kp[player-1]]&allowed_mask;
if( a ) {
// eliminate cells attacked by opp pawns
if( (player&2) )
a2=(b->piececolorBB[0][0]<<9) | (b->piececolorBB[0][0]>>7);// white pawns attack
else
a2=(b->piececolorBB[0][1]<<7) | (b->piececolorBB[0][1]>>9);// black pawns attack
a2|=king_masks[b->kp[2-player]];// eliminate cells attacked by opp king
a&=(~a2);// keep opponent - those are attacks
while( a ){
GET_BIT(a)
list[0]=b->kp[player-1];list[1]=(unsigned char)bit;move_count++;list+=2;
}
}
// get all en passant captures. Check them for pin, since they are so wierd.
if( b->last_move!=INVALID_LAST_MOVE ){// valid last move. This guarantees that at least 1 opp pawn is in correct place. They can only be disallowed by pins.
mc1=get_ep_moves_l(b,list,player);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
// get queen moves.
a=b->piececolorBB[4][player-1];
while( a ){
GET_BIT(a)
mc1=get_queen_moves(b,list,player,bit,o,allowed_mask);
move_count+=mc1;// count
list+=(mc1<<1);// move up the list pointer
}
return(unsigned int(move_count));// return move count
}
static unsigned int get_all_nonking_moves_to_cell(board *b,unsigned char *list,unsigned int cell,unsigned int capture){
UINT64 bb;
unsigned long bit;
unsigned int mc=0,player0=b->player-1;
// pawns
if( !capture ){// only get non-capture pawn moves. Include ep captures.
if( player0==0 ){// white
if( (cell&7)==3 && b->piece[cell-1]==0 && b->piece[cell-2]==64+1 ){// move forward 2 cells, only if both empty and first move
list[0]=cell-2;list[1]=cell;mc++;list+=2;
}else if( cell && b->piece[cell-1]==64+1 ){// move forward, only if empty and not last cell
list[0]=cell-1;list[1]=cell;mc++;list+=2;
}
}else{// black
if( (cell&7)==4 && b->piece[cell+1]==0 && b->piece[cell+2]==128+1 ){// move forward 2 cells, only if both empty and first move
list[0]=cell+2;list[1]=cell;mc++;list+=2;
}else if( cell<63 && b->piece[cell+1]==128+1 ){// move forward, only if empty and not last cell
list[0]=cell+1;list[1]=cell;mc++;list+=2;
}
}
}else{// only get capture pawn moves
if( player0==1 ){// black moves
if( cell>=7 && b->piece[cell-7]==1+128 ){//move -7
list[0]=cell-7;list[1]=cell;mc++;list+=2;
}
if( cell<=54 && b->piece[cell+9]==1+128 ){//move +9
list[0]=cell+9;list[1]=cell;mc++;list+=2;
}
}else{// white moves
if( cell>=9 && b->piece[cell-9]==1+64 ){//move -9
list[0]=cell-9;list[1]=cell;mc++;list+=2;
}
if( cell<=56 && b->piece[cell+7]==1+64 ){//move +7
list[0]=cell+7;list[1]=cell;mc++;list+=2;
}
}
}
// knight
bb=knight_masks[cell]&b->piececolorBB[1][player0];// select player's knights
while( bb ){
GET_BIT(bb)
list[0]=(unsigned char)bit;list[1]=cell;mc++;list+=2;
}
// use magics to look at all directions and see if they terminate at appropriate opp sliding piece - non-looping solution.
bb=(b->piececolorBB[2][player0]|b->piececolorBB[4][player0])&attacks_bb_B(cell,b->colorBB[0]|b->colorBB[1]);// bishop (and queen) attacks
bb|=(b->piececolorBB[3][player0]|b->piececolorBB[4][player0])&attacks_bb_R(cell,b->colorBB[0]|b->colorBB[1]);// rook (and queen) attacks
while( bb ){
GET_BIT(bb)
list[0]=(unsigned char)bit;list[1]=cell;mc++;list+=2;
}
return(mc);
}
unsigned int get_out_of_check_moves(board *b,unsigned char *list,unsigned int k_cell,unsigned int a_cell){// get list of moves that get king out of check
UINT64 one=1,attack_mask,p_a;
unsigned int i,mc=0,mc2,double_check,attacker;
unsigned char list2[256];
// 0. see if this is a double check.
i=(b->piece[a_cell]&7)-1;
b->piececolorBB[i][2-b->player]^=one<<a_cell; // reset bitboard for attackin OPP
double_check=cell_under_attack(b,k_cell,b->player); // see if i am still under attack
b->piececolorBB[i][2-b->player]^=one<<a_cell; // restore bitboard for attackin OPP