- #include "chess.h" 
- #include "data.h" 
- /* modified 12/31/15 */ 
- /* 
-  ******************************************************************************* 
-  *                                                                             * 
-  *   GenerateCaptures() is used to generate capture and pawn promotion moves   * 
-  *   from the current position.                                                * 
-  *                                                                             * 
-  *   The destination square set is the set of squares occupied by opponent     * 
-  *   pieces, plus the set of squares on the 8th rank that pawns can advance to * 
-  *   and promote.                                                              * 
-  *                                                                             * 
-  ******************************************************************************* 
-  */ 
- unsigned *GenerateCaptures(TREE * RESTRICT tree, int ply, int side, 
-     unsigned *move) { 
-   uint64_t target, piecebd, moves, promotions, pcapturesl, pcapturesr; 
-   int from, to, temp, common, enemy = Flip(side); 
-   
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce knight moves by locating the most advanced   * 
-  *  knight and then using that <from> square as an index    * 
-  *  into the precomputed knight_attacks data.  We repeat    * 
-  *  for each knight.                                        * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   for (piecebd = Knights(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = knight_attacks[from] & Occupied(enemy); 
-     temp = from + (knight << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce sliding piece moves by locating each piece   * 
-  *  type in turn.  We then start with the most advanced     * 
-  *  piece and generate moves from that square.  This uses   * 
-  *  "magic move generation" to produce the destination      * 
-  *  squares.                                                * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = BishopAttacks(from, OccupiedSquares) & Occupied(enemy); 
-     temp = from + (bishop << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = RookAttacks(from, OccupiedSquares) & Occupied(enemy); 
-     temp = from + (rook << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = QueenAttacks(from, OccupiedSquares) & Occupied(enemy); 
-     temp = from + (queen << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce king moves by locating the only king and     * 
-  *  then using that <from> square as an index into the      * 
-  *  precomputed king_attacks data.                          * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   from = KingSQ(side); 
-   moves = king_attacks[from] & Occupied(enemy); 
-   temp = from + (king << 12); 
-   Extract(side, move, moves, temp); 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Now, produce pawn moves.  This is done differently due  * 
-  *  to inconsistencies in the way a pawn moves when it      * 
-  *  captures as opposed to normal non-capturing moves.      * 
-  *  Another exception is capturing enpassant.  The first    * 
-  *  step is to generate all possible pawn promotions.  We   * 
-  *  do this by removing all pawns but those on the 7th rank * 
-  *  and then advancing them if the square in front is empty.* 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   promotions = Pawns(side) & rank_mask[rank7[side]]; 
-   promotions = 
-       ((side) ? promotions << 8 : promotions >> 8) & ~OccupiedSquares; 
-   for (; promotions; Clear(to, promotions)) { 
-     to = LSB(promotions); 
-     *move++ = 
-         (to + pawnadv1[side]) | (to << 6) | (pawn << 12) | (queen << 18); 
-   } 
-   target = Occupied(enemy) | EnPassantTarget(ply); 
-   pcapturesl = 
-       ((side) ? (Pawns(white) & mask_left_edge) << 7 : (Pawns(black) & 
-           mask_left_edge) >> 9) & target; 
-   for (; pcapturesl; Clear(to, pcapturesl)) { 
-     to = MostAdvanced(side, pcapturesl); 
-     common = (to + capleft[side]) | (to << 6) | (pawn << 12); 
-     if ((side) ? to < 56 : to > 7) 
-       *move++ = common | (((PcOnSq(to)) ? Abs(PcOnSq(to)) : pawn) << 15); 
-     else 
-       *move++ = common | Abs(PcOnSq(to)) << 15 | queen << 18; 
-   } 
-   pcapturesr = 
-       ((side) ? (Pawns(white) & mask_right_edge) << 9 : (Pawns(black) & 
-           mask_right_edge) >> 7) & target; 
-   for (; pcapturesr; Clear(to, pcapturesr)) { 
-     to = MostAdvanced(side, pcapturesr); 
-     common = (to + capright[side]) | (to << 6) | (pawn << 12); 
-     if ((side) ? to < 56 : to > 7) 
-       *move++ = common | (((PcOnSq(to)) ? Abs(PcOnSq(to)) : pawn) << 15); 
-     else 
-       *move++ = common | Abs(PcOnSq(to)) << 15 | queen << 18; 
-   } 
-   return move; 
- } 
-   
- /* modified 12/31/15 */ 
- /* 
-  ******************************************************************************* 
-  *                                                                             * 
-  *   GenerateChecks() is used to generate non-capture moves from the current   * 
-  *   position.                                                                 * 
-  *                                                                             * 
-  *   The first pass produces a bitmap that contains the squares a particular   * 
-  *   piece type would attack if sitting on the square the enemy king sits on.  * 
-  *   We then use each of these squares as a source and check to see if the     * 
-  *   same piece type attacks one of these common targets.  If so, we can move  * 
-  *   that piece to that square and it will directly attack the king.  We do    * 
-  *   this for pawns, knights, bishops, rooks and queens to produce the set of  * 
-  *   "direct checking moves."                                                  * 
-  *                                                                             * 
-  *   Then we generate discovered checks in two passes, once for diagonal       * 
-  *   attacks and once for rank/file attacks (we do it in two passes since a    * 
-  *   rook can't produce a discovered check along a rank or file since it moves * 
-  *   in that direction as well.  For diagonals, we first generate the bishop   * 
-  *   attacks from the enemy king square and mask them with the friendly piece  * 
-  *   occupied squares bitmap.  This gives us a set of up to 4 "blocking        * 
-  *   pieces" that could be preventing a check.  We then remove them via the    * 
-  *   "magic move generation" tricks, and see if we now reach friendly bishops  * 
-  *   or queens on those diagonals.  If we have a friendly blocker, and a       * 
-  *   friendly diagonal mover behind that blocker, then moving the blocker is   * 
-  *   a discovered check (and there could be double-checks included but we do   * 
-  *   not check for that since a single check is good enough).  We repeat this  * 
-  *   for the ranks/files and we are done.                                      * 
-  *                                                                             * 
-  *   For the present, this code does not produce discovered checks by the      * 
-  *   king since all king moves are not discovered checks because the king can  * 
-  *   move in the same direction as the piece it blocks and not uncover the     * 
-  *   attack.  This might be fixed at some point, but it is rare enough to not  * 
-  *   be an issue except in far endgames.                                       * 
-  *                                                                             * 
-  ******************************************************************************* 
-  */ 
- unsigned *GenerateChecks(TREE * RESTRICT tree, int side, unsigned *move) { 
-   uint64_t temp_target, target, piecebd, moves; 
-   uint64_t padvances1, blockers, checkers; 
-   int from, to, promote, temp, enemy = Flip(side); 
-   
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  First pass:  produce direct checks.  For each piece     * 
-  *  type, we pretend that a piece of that type stands on    * 
-  *  the square of the king and we generate attacks from     * 
-  *  that square for that piece.  Now, if we can find any    * 
-  *  piece of that type that attacks one of those squares,   * 
-  *  then that piece move would deliver a direct check to    * 
-  *  the enemy king.  Easy, wasn't it?                       * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   target = ~OccupiedSquares; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Knight direct checks.                                   * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   temp_target = target & knight_attacks[KingSQ(enemy)]; 
-   for (piecebd = Knights(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = knight_attacks[from] & temp_target; 
-     temp = from + (knight << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Sliding piece direct checks.                            * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   temp_target = target & BishopAttacks(KingSQ(enemy), OccupiedSquares); 
-   for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = BishopAttacks(from, OccupiedSquares) & temp_target; 
-     temp = from + (bishop << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   temp_target = target & RookAttacks(KingSQ(enemy), OccupiedSquares); 
-   for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = RookAttacks(from, OccupiedSquares) & temp_target; 
-     temp = from + (rook << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   temp_target = target & QueenAttacks(KingSQ(enemy), OccupiedSquares); 
-   for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = QueenAttacks(from, OccupiedSquares) & temp_target; 
-     temp = from + (queen << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *   Pawn direct checks.                                    * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   temp_target = target & pawn_attacks[enemy][KingSQ(enemy)]; 
-   padvances1 = ((side) ? Pawns(white) << 8 : Pawns(black) >> 8) & temp_target; 
-   for (; padvances1; Clear(to, padvances1)) { 
-     to = MostAdvanced(side, padvances1); 
-     *move++ = (to + pawnadv1[side]) | (to << 6) | (pawn << 12); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Second pass:  produce discovered checks.  Here we do    * 
-  *  things a bit differently.  We first take diagonal       * 
-  *  movers.  From the enemy king's position, we generate    * 
-  *  diagonal moves to see if any of them end at one of our  * 
-  *  pieces that does not slide diagonally, such as a rook,  * 
-  *  knight or pawn.  If we find one, we look further down   * 
-  *  that diagonal to see if we now find a diagonal moves    * 
-  *  (queen or bishop).  If so, any legal move by the        * 
-  *  blocking piece (except captures which have already been * 
-  *  generated) will be a discovered check that needs to be  * 
-  *  searched.  We do the same for vertical / horizontal     * 
-  *  rays that are blocked by bishops, knights or pawns that * 
-  *  would hide a discovered check by a rook or queen.       * 
-  *                                                          * 
-  *  First we look for diagonal discovered attacks.  Once we * 
-  *  know which squares hold pieces that create a discovered * 
-  *  check when they move, we generate those piece moves     * 
-  *  piece type by piece type.                               * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   blockers = 
-       BishopAttacks(KingSQ(enemy), 
-       OccupiedSquares) & (Rooks(side) | Knights(side) | Pawns(side)); 
-   if (blockers) { 
-     checkers = 
-         BishopAttacks(KingSQ(enemy), 
-         OccupiedSquares & ~blockers) & (Bishops(side) | Queens(side)); 
-     if (checkers) { 
-       if (plus7dir[KingSQ(enemy)] & blockers && 
-           !(plus7dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~plus7dir[KingSQ(enemy)]; 
-       if (plus9dir[KingSQ(enemy)] & blockers && 
-           !(plus9dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~plus9dir[KingSQ(enemy)]; 
-       if (minus7dir[KingSQ(enemy)] & blockers && 
-           !(minus7dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~minus7dir[KingSQ(enemy)]; 
-       if (minus9dir[KingSQ(enemy)] & blockers && 
-           !(minus9dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~minus9dir[KingSQ(enemy)]; 
-       target = ~OccupiedSquares; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Knight discovered checks.                               * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       temp_target = target & ~knight_attacks[KingSQ(enemy)]; 
-       for (piecebd = Knights(side) & blockers; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         moves = knight_attacks[from] & temp_target; 
-         temp = from + (knight << 12); 
-         Extract(side, move, moves, temp); 
-       } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Rook discovered checks.                                 * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       target = ~OccupiedSquares; 
-       temp_target = target & ~RookAttacks(KingSQ(enemy), OccupiedSquares); 
-       for (piecebd = Rooks(side) & blockers; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         moves = RookAttacks(from, OccupiedSquares) & temp_target; 
-         temp = from + (rook << 12); 
-         Extract(side, move, moves, temp); 
-       } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Pawn discovered checks.                                 * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       piecebd = 
-           Pawns(side) & blockers & ((side) ? ~OccupiedSquares >> 8 : 
-           ~OccupiedSquares << 8); 
-       for (; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         to = from + pawnadv1[enemy]; 
-         if ((side) ? to > 55 : to < 8) 
-           promote = queen; 
-         else 
-           promote = 0; 
-         *move++ = from | (to << 6) | (pawn << 12) | (promote << 18); 
-       } 
-     } 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Next, we look for rank/file discovered attacks.  Once   * 
-  *  we know which squares hold pieces that create a         * 
-  *  discovered check when they move, we generate them       * 
-  *  piece type by piece type.                               * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   blockers = 
-       RookAttacks(KingSQ(enemy), 
-       OccupiedSquares) & (Bishops(side) | Knights(side) | (Pawns(side) & 
-           rank_mask[Rank(KingSQ(enemy))])); 
-   if (blockers) { 
-     checkers = 
-         RookAttacks(KingSQ(enemy), 
-         OccupiedSquares & ~blockers) & (Rooks(side) | Queens(side)); 
-     if (checkers) { 
-       if (plus1dir[KingSQ(enemy)] & blockers && 
-           !(plus1dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~plus1dir[KingSQ(enemy)]; 
-       if (plus8dir[KingSQ(enemy)] & blockers && 
-           !(plus8dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~plus8dir[KingSQ(enemy)]; 
-       if (minus1dir[KingSQ(enemy)] & blockers && 
-           !(minus1dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~minus1dir[KingSQ(enemy)]; 
-       if (minus8dir[KingSQ(enemy)] & blockers && 
-           !(minus8dir[KingSQ(enemy)] & checkers)) 
-         blockers &= ~minus8dir[KingSQ(enemy)]; 
-       target = ~OccupiedSquares; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Knight discovered checks.                               * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       temp_target = target & ~knight_attacks[KingSQ(enemy)]; 
-       for (piecebd = Knights(side) & blockers; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         moves = knight_attacks[from] & temp_target; 
-         temp = from + (knight << 12); 
-         Extract(side, move, moves, temp); 
-       } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Bishop discovered checks.                               * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       target = ~OccupiedSquares; 
-       temp_target = target & ~BishopAttacks(KingSQ(enemy), OccupiedSquares); 
-       for (piecebd = Bishops(side) & blockers; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         moves = BishopAttacks(from, OccupiedSquares) & temp_target; 
-         temp = from + (bishop << 12); 
-         Extract(side, move, moves, temp); 
-       } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Pawn discovered checks.                                 * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-       piecebd = 
-           Pawns(side) & blockers & ((side) ? ~OccupiedSquares >> 8 : 
-           ~OccupiedSquares << 8); 
-       for (; piecebd; Clear(from, piecebd)) { 
-         from = MostAdvanced(side, piecebd); 
-         to = from + pawnadv1[enemy]; 
-         if ((side) ? to > 55 : to < 8) 
-           promote = queen; 
-         else 
-           promote = 0; 
-         *move++ = from | (to << 6) | (pawn << 12) | (promote << 18); 
-       } 
-     } 
-   } 
-   return move; 
- } 
-   
- /* modified 12/31/15 */ 
- /* 
-  ******************************************************************************* 
-  *                                                                             * 
-  *   GenerateCheckEvasions() is used to generate moves when the king is in     * 
-  *   check.                                                                    * 
-  *                                                                             * 
-  *   Three types of check-evasion moves are generated:                         * 
-  *                                                                             * 
-  *   (1) Generate king moves to squares that are not attacked by the           * 
-  *   opponent's pieces.  This includes capture and non-capture moves.          * 
-  *                                                                             * 
-  *   (2) Generate interpositions along the rank/file that the checking attack  * 
-  *   is coming along (assuming (a) only one piece is checking the king, and    * 
-  *   (b) the checking piece is a sliding piece [bishop, rook, queen]).         * 
-  *                                                                             * 
-  *   (3) Generate capture moves, but only to the square(s) that are giving     * 
-  *   check.  Captures are a special case.  If there is one checking piece,     * 
-  *   then capturing it by any piece is tried.  If there are two pieces         * 
-  *   checking the king, then the only legal capture to try is for the king to  * 
-  *   capture one of the checking pieces that is on an unattacked square.       * 
-  *                                                                             * 
-  ******************************************************************************* 
-  */ 
- unsigned *GenerateCheckEvasions(TREE * RESTRICT tree, int ply, int side, 
-     unsigned *move) { 
-   uint64_t target, targetc, targetp, piecebd, moves, empty, checksqs; 
-   uint64_t padvances1, padvances2, pcapturesl, pcapturesr, padvances1_all; 
-   int from, to, temp, common, enemy = Flip(side), king_square, checkers; 
-   int checking_square, check_direction1 = 0, check_direction2 = 0; 
-   
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  First, determine how many pieces are attacking the king * 
-  *  and where they are, so we can figure out how to legally * 
-  *  get out of check.                                       * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   king_square = KingSQ(side); 
-   checksqs = AttacksTo(tree, king_square) & Occupied(enemy); 
-   checkers = PopCnt(checksqs); 
-   if (checkers == 1) { 
-     checking_square = LSB(checksqs); 
-     if (PcOnSq(checking_square) != pieces[enemy][pawn]) 
-       check_direction1 = directions[checking_square][king_square]; 
-     target = InterposeSquares(king_square, checking_square); 
-     target |= checksqs; 
-     target |= Kings(enemy); 
-   } else { 
-     target = Kings(enemy); 
-     checking_square = LSB(checksqs); 
-     if (PcOnSq(checking_square) != pieces[enemy][pawn]) 
-       check_direction1 = directions[checking_square][king_square]; 
-     checking_square = MSB(checksqs); 
-     if (PcOnSq(checking_square) != pieces[enemy][pawn]) 
-       check_direction2 = directions[checking_square][king_square]; 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  The next step is to produce the set of valid            * 
-  *  destination squares.  For king moves, this is simply    * 
-  *  the set of squares that are not attacked by enemy       * 
-  *  pieces (if there are any such squares.)                 * 
-  *                                                          * 
-  *  Then, if the checking piece is not a knight, we need    * 
-  *  to know the checking direction so that we can either    * 
-  *  move the king off of that ray, or else block that ray.  * 
-  *                                                          * 
-  *  We produce king moves by locating the only king and     * 
-  *  then using that <from> square as an index into the      * 
-  *  precomputed king_attacks data.                          * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   from = king_square; 
-   temp = from + (king << 12); 
-   for (moves = king_attacks[from] & ~Occupied(side); moves; Clear(to, moves)) { 
-     to = MostAdvanced(side, moves); 
-     if (!Attacks(tree, enemy, to) 
-         && directions[from][to] != check_direction1 && 
-         directions[from][to] != check_direction2) 
-       *move++ = temp | (to << 6) | (Abs(PcOnSq(to)) << 15); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce knight moves by locating the most advanced   * 
-  *  knight and then using that <from> square as an index    * 
-  *  into the precomputed knight_attacks data.  We repeat    * 
-  *  for each knight.                                        * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   if (checkers == 1) { 
-     for (piecebd = Knights(side); piecebd; Clear(from, piecebd)) { 
-       from = MostAdvanced(side, piecebd); 
-       if (!PinnedOnKing(tree, side, from)) { 
-         moves = knight_attacks[from] & target; 
-         temp = from + (knight << 12); 
-         Extract(side, move, moves, temp); 
-       } 
-     } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce sliding piece moves by locating each piece   * 
-  *  type in turn.  We then start with the most advanced     * 
-  *  piece and generate moves from that square.  This uses   * 
-  *  "magic move generation" to produce the destination      * 
-  *  squares.                                                * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-     for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) { 
-       from = MostAdvanced(side, piecebd); 
-       if (!PinnedOnKing(tree, side, from)) { 
-         moves = BishopAttacks(from, OccupiedSquares) & target; 
-         temp = from + (bishop << 12); 
-         Extract(side, move, moves, temp); 
-       } 
-     } 
-     for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) { 
-       from = MostAdvanced(side, piecebd); 
-       if (!PinnedOnKing(tree, side, from)) { 
-         moves = RookAttacks(from, OccupiedSquares) & target; 
-         temp = from + (rook << 12); 
-         Extract(side, move, moves, temp); 
-       } 
-     } 
-     for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) { 
-       from = MostAdvanced(side, piecebd); 
-       if (!PinnedOnKing(tree, side, from)) { 
-         moves = QueenAttacks(from, OccupiedSquares) & target; 
-         temp = from + (queen << 12); 
-         Extract(side, move, moves, temp); 
-       } 
-     } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Now, produce pawn moves.  This is done differently due  * 
-  *  to inconsistencies in the way a pawn moves when it      * 
-  *  captures as opposed to normal non-capturing moves.      * 
-  *  Another exception is capturing enpassant.  The first    * 
-  *  step is to generate all possible pawn moves.  We do     * 
-  *  this in 2 operations:  (1) shift the pawns forward one  * 
-  *  rank then AND with empty squares;  (2) shift the pawns  * 
-  *  forward two ranks and then AND with empty squares.      * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-     empty = ~OccupiedSquares; 
-     targetp = target & empty; 
-     if (side) { 
-       padvances1 = Pawns(white) << 8 & targetp; 
-       padvances1_all = Pawns(white) << 8 & empty; 
-       padvances2 = ((padvances1_all & ((uint64_t) 255 << 16)) << 8) & targetp; 
-     } else { 
-       padvances1 = Pawns(black) >> 8 & targetp; 
-       padvances1_all = Pawns(black) >> 8 & empty; 
-       padvances2 = ((padvances1_all & ((uint64_t) 255 << 40)) >> 8) & targetp; 
-     } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Now that we got 'em, we simply enumerate the to squares * 
-  *  as before, but in four steps since we have four sets of * 
-  *  potential moves.                                        * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-     for (; padvances2; Clear(to, padvances2)) { 
-       to = MostAdvanced(side, padvances2); 
-       if (!PinnedOnKing(tree, side, to + pawnadv2[side])) 
-         *move++ = (to + pawnadv2[side]) | (to << 6) | (pawn << 12); 
-     } 
-     for (; padvances1; Clear(to, padvances1)) { 
-       to = MostAdvanced(side, padvances1); 
-       if (!PinnedOnKing(tree, side, to + pawnadv1[side])) { 
-         common = (to + pawnadv1[side]) | (to << 6) | (pawn << 12); 
-         if ((side) ? to < 56 : to > 7) 
-           *move++ = common; 
-         else { 
-           *move++ = common | (queen << 18); 
-           *move++ = common | (knight << 18); 
-         } 
-       } 
-     } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  And then we try to see if the checking piece can be     * 
-  *  captured by a friendly pawn.                            * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-     targetc = Occupied(enemy) | EnPassantTarget(ply); 
-     targetc = targetc & target; 
-     if (Pawns(enemy) & target & ((side) ? EnPassantTarget(ply) >> 8 : 
-             EnPassantTarget(ply) << 8)) 
-       targetc = targetc | EnPassantTarget(ply); 
-     if (side) { 
-       pcapturesl = (Pawns(white) & mask_left_edge) << 7 & targetc; 
-       pcapturesr = (Pawns(white) & mask_right_edge) << 9 & targetc; 
-     } else { 
-       pcapturesl = (Pawns(black) & mask_left_edge) >> 9 & targetc; 
-       pcapturesr = (Pawns(black) & mask_right_edge) >> 7 & targetc; 
-     } 
-     for (; pcapturesl; Clear(to, pcapturesl)) { 
-       to = MostAdvanced(side, pcapturesl); 
-       if (!PinnedOnKing(tree, side, to + capleft[side])) { 
-         common = (to + capleft[side]) | (to << 6) | (pawn << 12); 
-         if ((side) ? to < 56 : to > 7) 
-           *move++ = common | (((PcOnSq(to)) ? Abs(PcOnSq(to)) : pawn) << 15); 
-         else { 
-           *move++ = common | Abs(PcOnSq(to)) << 15 | queen << 18; 
-           *move++ = common | Abs(PcOnSq(to)) << 15 | knight << 18; 
-         } 
-       } 
-     } 
-     for (; pcapturesr; Clear(to, pcapturesr)) { 
-       to = MostAdvanced(side, pcapturesr); 
-       if (!PinnedOnKing(tree, side, to + capright[side])) { 
-         common = (to + capright[side]) | (to << 6) | (pawn << 12); 
-         if ((side) ? to < 56 : to > 7) 
-           *move++ = common | (((PcOnSq(to)) ? Abs(PcOnSq(to)) : pawn) << 15); 
-         else { 
-           *move++ = common | Abs(PcOnSq(to)) << 15 | queen << 18; 
-           *move++ = common | Abs(PcOnSq(to)) << 15 | knight << 18; 
-         } 
-       } 
-     } 
-   } 
-   return move; 
- } 
-   
- /* modified 12/31/15 */ 
- /* 
-  ******************************************************************************* 
-  *                                                                             * 
-  *   GenerateNoncaptures() is used to generate non-capture moves from the      * 
-  *   current position.                                                         * 
-  *                                                                             * 
-  *   Once the valid destination squares are known, we have to locate a         * 
-  *   friendly piece to compute the squares it attacks.                         * 
-  *                                                                             * 
-  *   Pawns are handled differently.  Regular pawn moves are produced by        * 
-  *   shifting the pawn bitmap 8 bits "forward" and anding this with the        * 
-  *   complement of the occupied squares bitmap double advances are then        * 
-  *   produced by anding the pawn bitmap with a mask containing 1's on the      * 
-  *   second rank, shifting this 16 bits "forward" and then anding this with    * 
-  *   the complement of the occupied squares bitmap as before.  If [to] reaches * 
-  *   the 8th rank, we produce a set of three moves, promoting the pawn to      * 
-  *   knight, bishop and rook (queen promotions were generated earlier by       * 
-  *   GenerateCaptures()).                                                      * 
-  *                                                                             * 
-  ******************************************************************************* 
-  */ 
- unsigned *GenerateNoncaptures(TREE * RESTRICT tree, int ply, int side, 
-     unsigned *move) { 
-   uint64_t target, piecebd, moves; 
-   uint64_t padvances1, padvances2, pcapturesl, pcapturesr; 
-   int from, to, temp, common, enemy = Flip(side); 
-   
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  First, produce castling moves when they are legal.      * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   if (Castle(ply, side) > 0) { 
-     if (Castle(ply, side) & 1 && !(OccupiedSquares & OO[side]) 
-         && !Attacks(tree, enemy, OOsqs[side][0]) 
-         && !Attacks(tree, enemy, OOsqs[side][1]) 
-         && !Attacks(tree, enemy, OOsqs[side][2])) { 
-       *move++ = (king << 12) + (OOto[side] << 6) + OOfrom[side]; 
-     } 
-     if (Castle(ply, side) & 2 && !(OccupiedSquares & OOO[side]) 
-         && !Attacks(tree, enemy, OOOsqs[side][0]) 
-         && !Attacks(tree, enemy, OOOsqs[side][1]) 
-         && !Attacks(tree, enemy, OOOsqs[side][2])) { 
-       *move++ = (king << 12) + (OOOto[side] << 6) + OOfrom[side]; 
-     } 
-   } 
-   target = ~OccupiedSquares; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce knight moves by locating the most advanced   * 
-  *  knight and then using that <from> square as an index    * 
-  *  into the precomputed knight_attacks data.  We repeat    * 
-  *  for each knight.                                        * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   for (piecebd = Knights(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = knight_attacks[from] & target; 
-     temp = from + (knight << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce sliding piece moves by locating each piece   * 
-  *  type in turn.  We then start with the most advanced     * 
-  *  piece and generate moves from that square.  This uses   * 
-  *  "magic move generation" to produce the destination      * 
-  *  squares.                                                * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = BishopAttacks(from, OccupiedSquares) & target; 
-     temp = from + (bishop << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = RookAttacks(from, OccupiedSquares) & target; 
-     temp = from + (rook << 12); 
-     Extract(side, move, moves, temp); 
-   } 
-   for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) { 
-     from = MostAdvanced(side, piecebd); 
-     moves = QueenAttacks(from, OccupiedSquares) & target; 
-     temp = from + (queen << 12); 
-     Extract(side, move, moves, temp); 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  We produce king moves by locating the only king and     * 
-  *  then using that <from> square as an index into the      * 
-  *  precomputed king_attacks data.                          * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   from = KingSQ(side); 
-   moves = king_attacks[from] & target; 
-   temp = from + (king << 12); 
-   Extract(side, move, moves, temp); 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Now, produce pawn moves.  This is done differently due  * 
-  *  to inconsistencies in the way a pawn moves when it      * 
-  *  captures as opposed to normal non-capturing moves.      * 
-  *  First we generate all possible pawn moves.  We do this  * 
-  *  in 4 operations:  (1) shift the pawns forward one rank  * 
-  *  then and with empty squares;  (2) shift the pawns       * 
-  *  forward two ranks and then and with empty squares;      * 
-  *  (3) remove the a-pawn(s) then shift the pawns           * 
-  *  diagonally left then and with enemy occupied squares;   * 
-  *  (4) remove the h-pawn(s) then shift the pawns           * 
-  *  diagonally right then and with enemy occupied squares.  * 
-  *  note that the only captures produced are under-         * 
-  *  promotions, because the rest were done in GenCap.       * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   padvances1 = ((side) ? Pawns(side) << 8 : Pawns(side) >> 8) & target; 
-   padvances2 = 
-       ((side) ? (padvances1 & mask_advance_2_w) << 8 : (padvances1 & 
-           mask_advance_2_b) >> 8) & target; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Now that we got 'em, we simply enumerate the to         * 
-  *  squares as before, but in four steps since we have      * 
-  *  four sets of potential moves.                           * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   for (; padvances2; Clear(to, padvances2)) { 
-     to = MostAdvanced(side, padvances2); 
-     *move++ = (to + pawnadv2[side]) | (to << 6) | (pawn << 12); 
-   } 
-   for (; padvances1; Clear(to, padvances1)) { 
-     to = MostAdvanced(side, padvances1); 
-     common = (to + pawnadv1[side]) | (to << 6) | (pawn << 12); 
-     if ((side) ? to < 56 : to > 7) 
-       *move++ = common; 
-     else { 
-       *move++ = common | (rook << 18); 
-       *move++ = common | (bishop << 18); 
-       *move++ = common | (knight << 18); 
-     } 
-   } 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  Generate the rest of the promotions here since          * 
-  *  GenerateCaptures() only generated captures or           * 
-  *  promotions to a queen.                                  * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   target = Occupied(enemy) & rank_mask[rank8[side]]; 
-   pcapturesl = 
-       ((side) ? (Pawns(white) & mask_left_edge) << 7 : (Pawns(black) & 
-           mask_left_edge) >> 9) & target; 
-   for (; pcapturesl; Clear(to, pcapturesl)) { 
-     to = MostAdvanced(side, pcapturesl); 
-     common = (to + capleft[side]) | (to << 6) | (pawn << 12); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (rook << 18); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (bishop << 18); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (knight << 18); 
-   } 
-   pcapturesr = 
-       ((side) ? (Pawns(white) & mask_right_edge) << 9 : (Pawns(black) & 
-           mask_right_edge) >> 7) & target; 
-   for (; pcapturesr; Clear(to, pcapturesr)) { 
-     to = MostAdvanced(side, pcapturesr); 
-     common = (to + capright[side]) | (to << 6) | (pawn << 12); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (rook << 18); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (bishop << 18); 
-     *move++ = common | (Abs(PcOnSq(to)) << 15) | (knight << 18); 
-   } 
-   return move; 
- } 
-   
- /* modified 12/31/15 */ 
- /* 
-  ******************************************************************************* 
-  *                                                                             * 
-  *   PinnedOnKing() is used to determine if the piece on <square> is pinned    * 
-  *   against the king, so that it's illegal to move it.  This is used to cull  * 
-  *   potential moves by GenerateCheckEvasions() so that illegal moves are not  * 
-  *   produced.                                                                 * 
-  *                                                                             * 
-  ******************************************************************************* 
-  */ 
- int PinnedOnKing(TREE * RESTRICT tree, int side, int square) { 
-   int ray, enemy = Flip(side); 
-   
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  First, determine if the piece being moved is on the     * 
-  *  same diagonal, rank or file as the king.  If not, then  * 
-  *  it can't be pinned and we return (0).                   * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   ray = directions[square][KingSQ(side)]; 
-   if (!ray) 
-     return 0; 
- /* 
-  ************************************************************ 
-  *                                                          * 
-  *  If they are on the same ray, then determine if the king * 
-  *  blocks a bishop attack in one direction from this       * 
-  *  square and a bishop or queen blocks a bishop attack on  * 
-  *  the same diagonal in the opposite direction (or the     * 
-  *  same rank/file for rook/queen.)                         * 
-  *                                                          * 
-  ************************************************************ 
-  */ 
-   switch (Abs(ray)) { 
-     case 1: 
-       if (RankAttacks(square) & Kings(side)) 
-         return (RankAttacks(square) & (Rooks(enemy) | Queens(enemy))) != 0; 
-       else 
-         return 0; 
-     case 7: 
-       if (Diagh1Attacks(square) & Kings(side)) 
-         return (Diagh1Attacks(square) & (Bishops(enemy) | Queens(enemy))) != 
-             0; 
-       else 
-         return 0; 
-     case 8: 
-       if (FileAttacks(square) & Kings(side)) 
-         return (FileAttacks(square) & (Rooks(enemy) | Queens(enemy))) != 0; 
-       else 
-         return 0; 
-     case 9: 
-       if (Diaga1Attacks(square) & Kings(side)) 
-         return (Diaga1Attacks(square) & (Bishops(enemy) | Queens(enemy))) != 
-             0; 
-       else 
-         return 0; 
-   } 
-   return 0; 
- } 
-