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movegen.c
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movegen.c
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#include <string.h>
#include "main.h"
static void genPawnAttacks(Board *b, Move *move_list, int *move_count, int side)
{
int sq;
BB sq_bb;
BB possible_attacks = b->pieces_of[!side];
if (b->ep_possible) possible_attacks |= b->ep_square;
BB attacks[2]; // Left and right captures
if (side == WHITE)
{
attacks[0] = ((b->piece[side][PAWN] & ~FILE_A) << 7) & possible_attacks;
attacks[1] = ((b->piece[side][PAWN] & ~FILE_H) << 9) & possible_attacks;
}
else
{
attacks[0] = ((b->piece[side][PAWN] & ~FILE_A) >> 9) & possible_attacks;
attacks[1] = ((b->piece[side][PAWN] & ~FILE_H) >> 7) & possible_attacks;
}
for (int lr = 0; lr < 2; lr++)
{
while ((sq = ffsll((long long)attacks[lr])) != 0)
{
sq--;
sq_bb = SQ_TO_BB(sq);
const int origin_direction[2][2] = {/* White: */ {-7, -9}, /* Black: */ {9, 7}};
if (sq >= 56 || sq <= 7) // Promotions
{
for (int i = 1; i < 5; i++)
{
move_list[*move_count] = CREATE_MOVE(
sq + origin_direction[side][lr],
sq,
GetPieceAt(b, sq_bb),
i,
PAWN,
MOVE_TYPE_PROMOTION_WITH_CAPTURE
);
(*move_count)++;
}
}
else // No promotion
{
if (b->ep_possible && sq_bb == b->ep_square) // EP
{
move_list[*move_count] =
CREATE_MOVE(sq + origin_direction[side][lr], sq, PAWN, 0, PAWN, MOVE_TYPE_EP);
}
else // Normal capture
{
move_list[*move_count] = CREATE_MOVE(
sq + origin_direction[side][lr], sq, GetPieceAt(b, sq_bb), 0, PAWN, MOVE_TYPE_CAPTURE
);
}
(*move_count)++;
}
attacks[lr] &= ~sq_bb;
}
};
}
static void genPawnPushes(Board *b, Move *move_list, int *move_count, int side)
{
int sq;
BB sq_bb;
BB pushes[2];
if (side == WHITE)
{
pushes[0] = (b->piece[side][PAWN] << 8) & ~RANK_8 & ~b->all_pieces;
pushes[1] = ((pushes[0] & 0xff0000) << 8) & ~b->all_pieces;
}
else
{
pushes[0] = (b->piece[side][PAWN] >> 8) & ~RANK_1 & ~b->all_pieces;
pushes[1] = ((pushes[0] & 0xff0000000000) >> 8) & ~b->all_pieces;
}
while ((sq = ffsll((long long)pushes[0])) != 0)
{
const int origin_direction[2] = {-8, 8};
sq--;
sq_bb = SQ_TO_BB(sq);
move_list[*move_count] =
CREATE_MOVE(sq + origin_direction[side], sq, 0, 0, PAWN, MOVE_TYPE_SILENT);
(*move_count)++;
pushes[0] &= ~sq_bb;
}
while ((sq = ffsll((long long)pushes[1])) != 0)
{
const int origin_direction[2] = {-16, 16};
sq--;
sq_bb = SQ_TO_BB(sq);
move_list[*move_count] =
CREATE_MOVE(sq + origin_direction[side], sq, 0, 0, PAWN, MOVE_TYPE_DOUBLE_PUSH);
(*move_count)++;
pushes[1] &= ~sq_bb;
}
}
static void genPromotions(Board *b, Move *move_list, int *move_count, int side)
{
int sq;
BB sq_bb;
BB promotions;
if (side == WHITE)
promotions = (b->piece[side][PAWN] << 8) & RANK_8 & ~b->all_pieces;
else
promotions = (b->piece[side][PAWN] >> 8) & RANK_1 & ~b->all_pieces;
while ((sq = ffsll((long long)promotions)) != 0)
{
const int origin_direction[2] = {-8, 8};
sq--;
sq_bb = SQ_TO_BB(sq);
for (int i = 1; i < 5; i++)
{
move_list[*move_count] =
CREATE_MOVE(sq + origin_direction[side], sq, 0, i, PAWN, MOVE_TYPE_PROMOTION);
(*move_count)++;
}
promotions &= ~sq_bb;
}
}
static void genKnight(Board *b, Move *move_list, int *move_count, int side, int type)
{
int knight, sq;
BB sq_bb;
BB knights = b->piece[side][KNIGHT];
while ((knight = ffsll((long long)knights)) != 0)
{
knight--;
BB destinations = precomp_knight_moves[knight];
switch (type)
{
case GEN_SILENT:
destinations &= ~b->all_pieces;
break;
case GEN_ATTACKS:
destinations &= b->pieces_of[!side];
break;
case GEN_ALL:
destinations &= ~b->pieces_of[side];
break;
}
while ((sq = ffsll((long long)destinations)) != 0)
{
sq--;
sq_bb = SQ_TO_BB(sq);
if ((sq_bb & b->pieces_of[!side]) != 0)
{
move_list[*move_count] =
CREATE_MOVE(knight, sq, GetPieceAt(b, sq_bb), 0, KNIGHT, MOVE_TYPE_CAPTURE);
}
else
{
move_list[*move_count] = CREATE_MOVE(knight, sq, 0, 0, KNIGHT, MOVE_TYPE_SILENT);
}
(*move_count)++;
destinations &= ~sq_bb;
}
knights &= ~SQ_TO_BB(knight);
}
}
static void genKing(Board *b, Move *move_list, int *move_count, int side, int type)
{
int sq, king;
BB sq_bb;
king = BB_TO_SQ(b->piece[side][KING]);
BB destinations = precomp_king_moves[king];
switch (type)
{
case GEN_SILENT:
destinations &= ~b->all_pieces;
break;
case GEN_ATTACKS:
destinations &= b->pieces_of[!side];
break;
case GEN_ALL:
destinations &= ~b->pieces_of[side];
break;
}
while ((sq = ffsll((long long)destinations)) != 0)
{
sq--;
sq_bb = SQ_TO_BB(sq);
if ((sq_bb & b->pieces_of[!side]) != 0)
{
move_list[*move_count] =
CREATE_MOVE(king, sq, GetPieceAt(b, sq_bb), 0, KING, MOVE_TYPE_CAPTURE);
}
else
{
move_list[*move_count] = CREATE_MOVE(king, sq, 0, 0, KING, MOVE_TYPE_SILENT);
}
(*move_count)++;
destinations &= ~sq_bb;
}
}
static void genSliding(Board *b, Move *move_list, int *move_count, int side, int type)
{
int sq, piece;
BB sq_bb;
for (int p = ROOK; p <= BISHOP; p++)
{
BB pieces = b->piece[side][p];
while ((piece = ffsll((long long)pieces)) != 0)
{
piece--;
BB piece_bb = SQ_TO_BB(piece);
BB destinations = 0;
if (p == ROOK | p == QUEEN)
{
BB blockers = b->all_pieces;
blockers &= precomp_rook_blocker_mask[piece];
destinations |=
precomp_rook_moves[piece][(blockers * precomp_rook_magic[piece]) >> (64 - 12)];
}
if (p == BISHOP | p == QUEEN)
{
BB blockers = b->all_pieces;
blockers &= precomp_bishop_blocker_mask[piece];
destinations |=
precomp_bishop_moves[piece][(blockers * precomp_bishop_magic[piece]) >> (64 - 9)];
}
switch (type)
{
case GEN_SILENT:
destinations &= ~b->all_pieces;
break;
case GEN_ATTACKS:
destinations &= b->pieces_of[!side];
break;
case GEN_ALL:
destinations &= ~b->pieces_of[side];
break;
}
while ((sq = ffsll((long long)destinations)) != 0)
{
sq--;
sq_bb = SQ_TO_BB(sq);
if ((sq_bb & b->pieces_of[!side]) != 0)
{
move_list[*move_count] =
CREATE_MOVE(piece, sq, GetPieceAt(b, sq_bb), 0, p, MOVE_TYPE_CAPTURE);
}
else
{
move_list[*move_count] = CREATE_MOVE(piece, sq, 0, 0, p, MOVE_TYPE_SILENT);
}
(*move_count)++;
destinations &= ~sq_bb;
}
pieces &= ~piece_bb;
}
}
}
static void genCastles(Board *b, Move *move_list, int *move_count, int side)
{
const BB pass_through_k[2] = {0x60, 0x6000000000000000};
const BB pass_through_q[2] = {0xe, 0xe00000000000000};
if ((b->castle[side] & CASTLE_K) == CASTLE_K && (b->all_pieces & pass_through_k[side]) == 0)
{
const int pass_through_sq[3][3] = {{4, 5, 6}, {60, 61, 62}};
int not_attacked = 1;
for (int i = 0; i < 3; i++)
if (SquareAttackedBy(b, !side, pass_through_sq[side][i]))
{
not_attacked = 0;
break;
}
if (not_attacked)
{
move_list[*move_count] = CREATE_MOVE(0, 0, 0, 0, KING, MOVE_TYPE_CASTLE_K);
(*move_count)++;
}
}
if ((b->castle[side] & CASTLE_Q) == CASTLE_Q && (b->all_pieces & pass_through_q[side]) == 0)
{
const int pass_through_sq[3][3] = {{4, 3, 2}, {60, 59, 58}};
int not_attacked = 1;
for (int i = 0; i < 3; i++)
if (SquareAttackedBy(b, !side, pass_through_sq[side][i]))
{
not_attacked = 0;
break;
}
if (not_attacked)
{
move_list[*move_count] = CREATE_MOVE(0, 0, 0, 0, KING, MOVE_TYPE_CASTLE_Q);
(*move_count)++;
}
}
}
void Generate(Board *b, int side, int type, Move move_list[], int *move_count)
{
*move_count = 0;
if ((type & GEN_ATTACKS) == GEN_ATTACKS)
{
genPawnAttacks(b, move_list, move_count, side);
genKnight(b, move_list, move_count, side, GEN_ATTACKS);
genSliding(b, move_list, move_count, side, GEN_ATTACKS);
genKing(b, move_list, move_count, side, GEN_ATTACKS);
}
if ((type & GEN_PROMOTIONS) == GEN_PROMOTIONS)
{
genPromotions(b, move_list, move_count, side);
}
if ((type & GEN_SILENT) == GEN_SILENT)
{
genPawnPushes(b, move_list, move_count, side);
genKnight(b, move_list, move_count, side, GEN_SILENT);
genSliding(b, move_list, move_count, side, GEN_SILENT);
genKing(b, move_list, move_count, side, GEN_SILENT);
genCastles(b, move_list, move_count, side);
}
}