#include "chess.h"
 
#include "data.h"
 
/* modified 02/22/14 */
 
/*
 
 *******************************************************************************
 
 *                                                                             *
 
 *   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.                                                              *
 
 *                                                                             *
 
 *******************************************************************************
 
 */
 
int *GenerateCaptures(TREE * RESTRICT tree, int ply, int side, int *move) {
 
  uint64_t target, piecebd, moves;
 
  uint64_t 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 = Advanced(side, piecebd);
 
    moves = knight_attacks[from] & Occupied(enemy);
 
    temp = from + (knight << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce bishop moves by locating the most advanced   *
 
 *  bishop and then using that square in a magic multiply   *
 
 *  move generation to quickly identify all the squares a   *
 
 *  bishop can reach.  We repeat for each bishop.           *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = BishopAttacks(from, OccupiedSquares) & Occupied(enemy);
 
    temp = from + (bishop << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce rook moves by locating the most advanced     *
 
 *  rook and then using that square in a magic multiply     *
 
 *  move generation to quickly identify all the squares a   *
 
 *  rook can reach.  We repeat for each rook.               *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = RookAttacks(from, OccupiedSquares) & Occupied(enemy);
 
    temp = from + (rook << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce queen moves by locating the most advanced    *
 
 *  queen and then using that square in a magic multiply    *
 
 *  move generation to quickly identify all the squares a   *
 
 *  queen can reach.  We repeat for each queen.             *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(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 =
 
      ((side) ? (Pawns(white) & rank_mask[RANK7]) << 8 : (Pawns(black) &
 
          rank_mask[RANK2]) >> 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 = Advanced(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 = Advanced(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 02/22/14 */
 
/*
 
 *******************************************************************************
 
 *                                                                             *
 
 *   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.                                       *
 
 *                                                                             *
 
 *******************************************************************************
 
 */
 
int *GenerateChecks(TREE * RESTRICT tree, int side, int *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 = Advanced(side, piecebd);
 
    moves = knight_attacks[from] & temp_target;
 
    temp = from + (knight << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  Bishop direct checks.                                   *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  temp_target = target & BishopAttacks(KingSQ(enemy), OccupiedSquares);
 
  for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = BishopAttacks(from, OccupiedSquares) & temp_target;
 
    temp = from + (bishop << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  Rook direct checks.                                     *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  temp_target = target & RookAttacks(KingSQ(enemy), OccupiedSquares);
 
  for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = RookAttacks(from, OccupiedSquares) & temp_target;
 
    temp = from + (rook << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  Queen direct checks.                                    *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  temp_target = target & QueenAttacks(KingSQ(enemy), OccupiedSquares);
 
  for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(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 = Advanced(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 = Advanced(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 = Advanced(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 = Advanced(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 = Advanced(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 = Advanced(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 = Advanced(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 02/22/14 */
 
/*
 
 *******************************************************************************
 
 *                                                                             *
 
 *   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.       *
 
 *                                                                             *
 
 *******************************************************************************
 
 */
 
int *GenerateCheckEvasions(TREE * RESTRICT tree, int ply, int side, int *move) {
 
  uint64_t target, targetc, targetp, piecebd, moves;
 
  uint64_t padvances1, padvances2, pcapturesl, pcapturesr;
 
  uint64_t padvances1_all, empty, checksqs;
 
  int from, to, temp, common, enemy = Flip(side);
 
  int king_square, checkers, checking_square;
 
  int 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 = Advanced(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 = Advanced(side, piecebd);
 
      if (!PinnedOnKing(tree, side, from)) {
 
        moves = knight_attacks[from] & target;
 
        temp = from + (knight << 12);
 
        Extract(side, move, moves, temp);
 
      }
 
    }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce bishop moves by locating the most advanced   *
 
 *  bishop and then using that square in a magic multiply   *
 
 *  move generation to quickly identify all the squares a   *
 
 *  bishop can reach.  We repeat for each bishop.           *
 
 *                                                          *
 
 ************************************************************
 
 */
 
    for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) {
 
      from = Advanced(side, piecebd);
 
      if (!PinnedOnKing(tree, side, from)) {
 
        moves = BishopAttacks(from, OccupiedSquares) & target;
 
        temp = from + (bishop << 12);
 
        Extract(side, move, moves, temp);
 
      }
 
    }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce rook moves by locating the most advanced     *
 
 *  rook and then using that square in a magic multiply     *
 
 *  move generation to quickly identify all the squares     *
 
 *  rook can reach.  We repeat for each rook.               *
 
 *                                                          *
 
 ************************************************************
 
 */
 
    for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) {
 
      from = Advanced(side, piecebd);
 
      if (!PinnedOnKing(tree, side, from)) {
 
        moves = RookAttacks(from, OccupiedSquares) & target;
 
        temp = from + (rook << 12);
 
        Extract(side, move, moves, temp);
 
      }
 
    }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce queen moves by locating the most advanced    *
 
 *  queen and then using that square in a magic multiply    *
 
 *  move generation to quickly identify all the squares a   *
 
 *  queen can reach.  We repeat for each queen.             *
 
 *                                                          *
 
 ************************************************************
 
 */
 
    for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) {
 
      from = Advanced(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 = Advanced(side, padvances2);
 
      if (!PinnedOnKing(tree, side, to + pawnadv2[side]))
 
        *move++ = (to + pawnadv2[side]) | (to << 6) | (pawn << 12);
 
    }
 
    for (; padvances1; Clear(to, padvances1)) {
 
      to = Advanced(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);
 
        }
 
      }
 
    }
 
    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 = Advanced(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 = Advanced(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 02/22/14 */
 
/*
 
 *******************************************************************************
 
 *                                                                             *
 
 *   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 get a attacks_to[] entry.  We then produce the moves    *
 
 *   for this piece by using the source square as [from] and enumerating each  *
 
 *   square it attacks into [to].                                              *
 
 *                                                                             *
 
 *   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 four moves, promoting the pawn to       *
 
 *   knight, bishop, rook and queen.                                           *
 
 *                                                                             *
 
 *******************************************************************************
 
 */
 
int *GenerateNoncaptures(TREE * RESTRICT tree, int ply, int side, int *move) {
 
  uint64_t target, piecebd, moves;
 
  uint64_t padvances1, padvances2, pcapturesl, pcapturesr;
 
  int from, to, temp, common, enemy = Flip(side);
 
 
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  First, produce castling moves if it is 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 = Advanced(side, piecebd);
 
    moves = knight_attacks[from] & target;
 
    temp = from + (knight << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce bishop moves by locating the most advanced   *
 
 *  bishop and then using that square in a magic multiply   *
 
 *  move generation to quickly identify all the squares a   *
 
 *  bishop can reach.  We repeat for each bishop.           *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Bishops(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = BishopAttacks(from, OccupiedSquares) & target;
 
    temp = from + (bishop << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce rook moves by locating the most advanced     *
 
 *  rook and then using that square in a magic multiply     *
 
 *  move generation to quickly identify all the squares     *
 
 *  rook can reach.  We repeat for each rook.               *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Rooks(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(side, piecebd);
 
    moves = RookAttacks(from, OccupiedSquares) & target;
 
    temp = from + (rook << 12);
 
    Extract(side, move, moves, temp);
 
  }
 
/*
 
 ************************************************************
 
 *                                                          *
 
 *  We produce queen moves by locating the most advanced    *
 
 *  queen and then using that square in a magic multiply    *
 
 *  move generation to quickly identify all the squares a   *
 
 *  queen can reach.  We repeat for each queen.             *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  for (piecebd = Queens(side); piecebd; Clear(from, piecebd)) {
 
    from = Advanced(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 = Advanced(side, padvances2);
 
    *move++ = (to + pawnadv2[side]) | (to << 6) | (pawn << 12);
 
  }
 
  for (; padvances1; Clear(to, padvances1)) {
 
    to = Advanced(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 capture/promotions here since  *
 
 *  GenerateCaptures() only generates captures that are     *
 
 *  promotions to a queen.                                  *
 
 *                                                          *
 
 ************************************************************
 
 */
 
  target = Occupied(enemy) & rank_mask[RANK1 + side * 7];
 
  pcapturesl =
 
      ((side) ? (Pawns(white) & mask_left_edge) << 7 : (Pawns(black) &
 
          mask_left_edge) >> 9) & target;
 
  for (; pcapturesl; Clear(to, pcapturesl)) {
 
    to = Advanced(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 = Advanced(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 02/22/14 */
 
/*
 
 *******************************************************************************
 
 *                                                                             *
 
 *   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;
 
  int 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;
 
}