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move_check.cpp
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move_check.cpp
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// move_check.cpp
// includes
#include "attack.h"
#include "colour.h"
#include "fen.h"
#include "list.h"
#include "move.h"
#include "move_check.h"
#include "move_do.h"
#include "move_gen.h"
#include "piece.h"
#include "square.h"
#include "util.h"
// prototypes
static void add_quiet_checks (list_t * list, const board_t * board);
static void add_castle_checks (list_t * list, board_t * board);
static void add_check (list_t * list, int move, board_t * board);
static void find_pins (int list[], const board_t * board);
// functions
// gen_quiet_checks()
void gen_quiet_checks(list_t * list, board_t * board) {
ASSERT(list!=NULL);
ASSERT(board!=NULL);
ASSERT(!board_is_check(board));
LIST_CLEAR(list);
add_quiet_checks(list,board);
add_castle_checks(list,board);
// debug
ASSERT(list_is_ok(list));
}
// add_quiet_checks()
static void add_quiet_checks(list_t * list, const board_t * board) {
int me, opp;
int king;
const sq_t * ptr, * ptr_2;
int from, to, sq;
int piece;
const inc_t * inc_ptr;
int inc;
int pawn;
int rank;
int pin[8+1];
ASSERT(list!=NULL);
ASSERT(board!=NULL);
// init
me = board->turn;
opp = COLOUR_OPP(me);
king = KING_POS(board,opp);
find_pins(pin,board);
// indirect checks
for (ptr = pin; (from=*ptr) != SquareNone; ptr++) {
piece = board->square[from];
ASSERT(is_pinned(board,from,opp));
if (PIECE_IS_PAWN(piece)) {
inc = PAWN_MOVE_INC(me);
rank = PAWN_RANK(from,me);
if (rank != Rank7) { // promotes are generated with captures
to = from + inc;
if (board->square[to] == Empty) {
if (DELTA_INC_LINE(to-king) != DELTA_INC_LINE(from-king)) {
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
if (rank == Rank2) {
to = from + (2*inc);
if (board->square[to] == Empty) {
ASSERT(DELTA_INC_LINE(to-king)!=DELTA_INC_LINE(from-king));
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
}
}
} else if (PIECE_IS_SLIDER(piece)) {
for (inc_ptr = PIECE_INC(piece); (inc=*inc_ptr) != IncNone; inc_ptr++) {
for (to = from+inc; board->square[to] == Empty; to += inc) {
ASSERT(DELTA_INC_LINE(to-king)!=DELTA_INC_LINE(from-king));
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
} else {
for (inc_ptr = PIECE_INC(piece); (inc=*inc_ptr) != IncNone; inc_ptr++) {
to = from + inc;
if (board->square[to] == Empty) {
if (DELTA_INC_LINE(to-king) != DELTA_INC_LINE(from-king)) {
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
}
}
// piece direct checks
for (ptr = &board->piece[me][1]; (from=*ptr) != SquareNone; ptr++) { // HACK: no king
for (ptr_2 = pin; (sq=*ptr_2) != SquareNone; ptr_2++) {
if (sq == from) goto next_piece;
}
ASSERT(!is_pinned(board,from,opp));
piece = board->square[from];
inc_ptr = PIECE_INC(piece);
if (PIECE_IS_SLIDER(piece)) {
for (; (inc=*inc_ptr) != IncNone; inc_ptr++) {
for (to = from+inc; board->square[to] == Empty; to += inc) {
if (PIECE_ATTACK(board,piece,to,king)) {
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
} else {
for (; (inc=*inc_ptr) != IncNone; inc_ptr++) {
to = from + inc;
if (board->square[to] == Empty) {
if (PSEUDO_ATTACK(piece,king-to)) {
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
}
next_piece: ;
}
// pawn direct checks
inc = PAWN_MOVE_INC(me);
pawn = PAWN_MAKE(me);
to = king - (inc-1);
ASSERT(PSEUDO_ATTACK(pawn,king-to));
from = to - inc;
if (board->square[from] == pawn) {
if (board->square[to] == Empty) {
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
}
} else {
from = to - (2*inc);
if (board->square[from] == pawn) {
if (PAWN_RANK(from,me) == Rank2
&& board->square[to] == Empty
&& board->square[from+inc] == Empty) {
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
to = king - (inc+1);
ASSERT(PSEUDO_ATTACK(pawn,king-to));
from = to - inc;
if (board->square[from] == pawn) {
if (board->square[to] == Empty) {
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
}
} else {
from = to - (2*inc);
if (board->square[from] == pawn) {
if (PAWN_RANK(from,me) == Rank2
&& board->square[to] == Empty
&& board->square[from+inc] == Empty) {
ASSERT(!SQUARE_IS_PROMOTE(to));
LIST_ADD(list,MOVE_MAKE(from,to));
}
}
}
}
// add_castle_checks()
static void add_castle_checks(list_t * list, board_t * board) {
ASSERT(list!=NULL);
ASSERT(board!=NULL);
ASSERT(!board_is_check(board));
if (COLOUR_IS_WHITE(board->turn)) {
if ((board->flags & FlagsWhiteKingCastle) != 0
&& board->square[F1] == Empty
&& board->square[G1] == Empty
&& !is_attacked(board,F1,Black)) {
add_check(list,MOVE_MAKE_FLAGS(E1,G1,MoveCastle),board);
}
if ((board->flags & FlagsWhiteQueenCastle) != 0
&& board->square[D1] == Empty
&& board->square[C1] == Empty
&& board->square[B1] == Empty
&& !is_attacked(board,D1,Black)) {
add_check(list,MOVE_MAKE_FLAGS(E1,C1,MoveCastle),board);
}
} else { // black
if ((board->flags & FlagsBlackKingCastle) != 0
&& board->square[F8] == Empty
&& board->square[G8] == Empty
&& !is_attacked(board,F8,White)) {
add_check(list,MOVE_MAKE_FLAGS(E8,G8,MoveCastle),board);
}
if ((board->flags & FlagsBlackQueenCastle) != 0
&& board->square[D8] == Empty
&& board->square[C8] == Empty
&& board->square[B8] == Empty
&& !is_attacked(board,D8,White)) {
add_check(list,MOVE_MAKE_FLAGS(E8,C8,MoveCastle),board);
}
}
}
// add_check()
static void add_check(list_t * list, int move, board_t * board) {
undo_t undo[1];
ASSERT(list!=NULL);
ASSERT(move_is_ok(move));
ASSERT(board!=NULL);
move_do(board,move,undo);
if (IS_IN_CHECK(board,board->turn)) LIST_ADD(list,move);
move_undo(board,move,undo);
}
// move_is_check()
bool move_is_check(int move, board_t * board) {
undo_t undo[1];
bool check;
int me, opp, king;
int from, to, piece;
ASSERT(move_is_ok(move));
ASSERT(board!=NULL);
// slow test for complex moves
if (MOVE_IS_SPECIAL(move)) {
move_do(board,move,undo);
check = IS_IN_CHECK(board,board->turn);
move_undo(board,move,undo);
return check;
}
// init
me = board->turn;
opp = COLOUR_OPP(me);
king = KING_POS(board,opp);
from = MOVE_FROM(move);
to = MOVE_TO(move);
piece = board->square[from];
ASSERT(COLOUR_IS(piece,me));
// direct check
if (PIECE_ATTACK(board,piece,to,king)) return true;
// indirect check
if (is_pinned(board,from,opp)
&& DELTA_INC_LINE(king-to) != DELTA_INC_LINE(king-from)) {
return true;
}
return false;
}
// find_pins()
static void find_pins(int list[], const board_t * board) {
int me, opp;
int king;
const sq_t * ptr;
int from;
int piece;
int delta;
int inc;
int sq;
int capture;
int pin;
ASSERT(list!=NULL);
ASSERT(board!=NULL);
// init
me = board->turn;
opp = COLOUR_OPP(me);
king = KING_POS(board,opp);
for (ptr = &board->piece[me][1]; (from=*ptr) != SquareNone; ptr++) { // HACK: no king
piece = board->square[from];
delta = king - from;
ASSERT(delta_is_ok(delta));
if (PSEUDO_ATTACK(piece,delta)) {
ASSERT(PIECE_IS_SLIDER(piece));
inc = DELTA_INC_LINE(delta);
ASSERT(inc!=IncNone);
ASSERT(SLIDER_ATTACK(piece,inc));
sq = from;
do sq += inc; while ((capture=board->square[sq]) == Empty);
ASSERT(sq!=king);
if (COLOUR_IS(capture,me)) {
pin = sq;
do sq += inc; while (board->square[sq] == Empty);
if (sq == king) *list++ = pin;
}
}
}
*list = SquareNone;
}
// end of move_check.cpp