CPW-Engine movegen(0x88)

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This page holds the movegenerator of the engine CPW. For function definitions see CPW-Engine_movegen_h.

Current version contains just one move generator with some conditional statements deciding whether we generate a full set of moves, or captures only. This is of course suboptimal, but the speed loss is really small. For that reason we postpone writing a separate capture generator until we are 100% sure about the exact shape of te smove struct, board representation etc.


 * 1) include "stdafx.h"
 * 2) include "0x88_math.h"
 * 3) include "movegen.h"

U8 movecount;

smove * m;

bool slide[5] = { 0, 1, 1, 1, 0 }; char vectors[5] = { 8, 8, 4, 4, 8 }; char vector[5][8] = { { SW, SOUTH, SE, WEST, EAST, NW, NORTH, NE }, { SW, SOUTH, SE, WEST, EAST, NW, NORTH, NE }, { SOUTH, WEST, EAST, NORTH }, { SW, SE, NW, NE }, { -33, -31, -18, -14, 14, 18, 31, 33 } };

//returns movecount U8 movegen(smove * moves, U8 tt_move, bool captures) {

m = moves;

movecount = 0;

if (!captures) { //Castling if (b.stm == WHITE) { if (b.castle & CASTLE_WK) { if ((b.pieces[F1] == PIECE_EMPTY) &&         (b.pieces[G1] == PIECE_EMPTY) &&          (!isAttacked(!b.stm, E1)) &&          (!isAttacked(!b.stm, F1)) &&          (!isAttacked(!b.stm, G1))) movegen_push(E1, G1, KING, PIECE_EMPTY, MFLAG_CASTLE); }     if (b.castle & CASTLE_WQ) { if ((b.pieces[B1] == PIECE_EMPTY) &&         (b.pieces[C1] == PIECE_EMPTY) &&          (b.pieces[D1] == PIECE_EMPTY) &&          (!isAttacked(!b.stm, E1)) &&          (!isAttacked(!b.stm, D1)) &&          (!isAttacked(!b.stm, C1))) movegen_push(E1, C1, KING, PIECE_EMPTY, MFLAG_CASTLE); }   }    else { if (b.castle & CASTLE_BK) { if ((b.pieces[F8] == PIECE_EMPTY) &&         (b.pieces[G8] == PIECE_EMPTY) &&          (!isAttacked(!b.stm, E8)) &&          (!isAttacked(!b.stm, F8)) &&          (!isAttacked(!b.stm, G8))) movegen_push(E8, G8, KING, PIECE_EMPTY, MFLAG_CASTLE); }     if (b.castle & CASTLE_BQ) { if ((b.pieces[B8] == PIECE_EMPTY) &&         (b.pieces[C8] == PIECE_EMPTY) &&          (b.pieces[D8] == PIECE_EMPTY) &&          (!isAttacked(!b.stm, E8)) &&          (!isAttacked(!b.stm, D8)) &&          (!isAttacked(!b.stm, C8))) movegen_push(E8, C8, KING, PIECE_EMPTY, MFLAG_CASTLE); }   }  }

for (S8 sq = 0; sq<120; sq++) {

if (b.color[sq] == b.stm) {

if (b.pieces[sq] == PAWN) { movegen_pawn_move(sq, captures); movegen_pawn_capt(sq); }     else {

for (char dir = 0; dir<vectors[b.pieces[sq]]; dir++) {

for (char pos = sq;;) {

pos = pos + vector[b.pieces[sq]][dir];

if (!IS_SQ(pos)) break;

if (b.pieces[pos] == PIECE_EMPTY) { if (!captures) movegen_push(sq, pos, b.pieces[sq], PIECE_EMPTY, MFLAG_NORMAL); }           else if (b.color[pos] != b.stm) { movegen_push(sq, pos, b.pieces[sq], b.pieces[pos], MFLAG_CAPTURE); break; }           else { break; }

if (!slide[b.pieces[sq]]) break; }       }      }    }  }

/* if we have a best-move fed into movegen, then increase its score */

if ((tt_move != -1) && (tt_move < movecount)) moves[tt_move].score = SORT_HASH;

return movecount; }

U8 movegen_qs(smove * moves) {

m = moves;

movecount = 0;

for (S8 sq = 0; sq<120; sq++) {

if (b.color[sq] == b.stm) {

if (b.pieces[sq] == PAWN) { movegen_pawn_move(sq, 1); movegen_pawn_capt(sq); }     else {

for (char dir = 0; dir<vectors[b.pieces[sq]]; dir++) {

for (char pos = sq;;) {

pos = pos + vector[b.pieces[sq]][dir];

if (!IS_SQ(pos)) break;

if (b.pieces[pos] != PIECE_EMPTY) { if (b.color[pos] != b.stm) { movegen_push(sq, pos, b.pieces[sq], b.pieces[pos], MFLAG_CAPTURE); break; }             else break; // hitting own piece }

if (!slide[b.pieces[sq]]) break; }       }      }    }  }

return movecount; }

void movegen_pawn_move(S8 sq, bool promotion_only) {

if (b.stm == WHITE) { if (promotion_only && (ROW(sq) < 7)) return;

if (b.pieces[sq + NORTH] == PIECE_EMPTY) { movegen_push(sq, sq + NORTH, PAWN, PIECE_EMPTY, MFLAG_NORMAL); if ((ROW(sq) == 1) &&       (b.pieces[sq + NN] == PIECE_EMPTY)        ) { movegen_push(sq, sq + NN, PAWN, PIECE_EMPTY, MFLAG_EP); }   }  }  else { if (promotion_only && (ROW(sq) > 1)) return;

if (b.pieces[sq + SOUTH] == PIECE_EMPTY) { movegen_push(sq, sq + SOUTH, PAWN, PIECE_EMPTY, MFLAG_NORMAL); if ((ROW(sq) == 6) &&       (b.pieces[sq + SS] == PIECE_EMPTY)        ) { movegen_push(sq, sq + SS, PAWN, PIECE_EMPTY, MFLAG_EP); }   }  } }

void movegen_pawn_capt(S8 sq) { if (b.stm == WHITE) { if (IS_SQ(sq + NW) && ((b.ep == sq + NW) || (b.color[sq + NW] == (b.stm ^ 1)))) { movegen_push(sq, sq + NW, PAWN, b.pieces[sq + NW], MFLAG_CAPTURE); }   if (IS_SQ(sq + NE) && ((b.ep == sq + NE) || (b.color[sq + NE] == (b.stm ^ 1)))) { movegen_push(sq, sq + 17, PAWN, b.pieces[sq + NE], MFLAG_CAPTURE); } }  else { if (IS_SQ(sq + SE) && ((b.ep == sq + SE) || (b.color[sq + SE] == (b.stm ^ 1)))) { movegen_push(sq, sq + SE, PAWN, b.pieces[sq + SE], MFLAG_CAPTURE); }   if (IS_SQ(sq + SW) && ((b.ep == sq + SW) || (b.color[sq + SW] == (b.stm ^ 1)))) { movegen_push(sq, sq + SW, PAWN, b.pieces[sq + SW], MFLAG_CAPTURE); } } }

void movegen_push(char from, char to, U8 piece_from, U8 piece_cap, char flags) {

m[movecount].from = from; m[movecount].to = to; m[movecount].piece_from = piece_from; m[movecount].piece_to = piece_from; m[movecount].piece_cap = piece_cap; m[movecount].flags = flags; m[movecount].ply = b.ply; m[movecount].castle = b.castle; m[movecount].ep = b.ep; m[movecount].id = movecount;

m[movecount].score = sd.history[from][to];

/* score for capture: Add the value of the captured piece and the id of the attacking piece. So that if two pieces can attack the same target, the one with the higher id (eg. Pawn=5) gets searched first. */ if (piece_cap != PIECE_EMPTY) m[movecount].score = SORT_CAPT + e.SORT_VALUE[piece_cap] + piece_from;

//score for ep-capture if ((piece_from == PAWN) && (to == b.ep)) { m[movecount].score = SORT_CAPT + e.SORT_VALUE[PAWN] + 5; m[movecount].flags = MFLAG_EPCAPTURE; }

if ((piece_from == PAWN) && ((ROW(to) == 0) || (ROW(to) == 7))) { m[movecount].flags |= MFLAG_PROMOTION;

for (char prompiece = QUEEN; prompiece <= KNIGHT; prompiece++) { m[movecount + prompiece - 1] = m[movecount]; m[movecount + prompiece - 1].piece_to = prompiece; m[movecount + prompiece - 1].score += SORT_PROM + e.SORT_VALUE[prompiece]; m[movecount + prompiece - 1].id = movecount + prompiece - 1; }   movecount += 3; }

movecount++;

}

void movegen_sort(U8 movecount, smove * m, U8 current) {

//find the move with the highest score - hoping for an early cutoff

int high = current;

for (int i = current + 1; i m[high].score) high = i; }

smove temp = m[high]; m[high] = m[current]; m[current] = temp; } Up one Level