#include "chess.h" #include "data.h" /* last modified 01/07/14 */ /* ******************************************************************************* * * * Attacks() is used to determine if attacks . The algorithm * * is simple, and is based on the AttacksTo() algorithm, but, rather than * * returning a bitmap of squares attacking it returns a "1" as soon * * as it finds anything that attacks . * * * ******************************************************************************* */ int Attacks(TREE * RESTRICT tree, int side, int square) { if ((rook_attacks[square] & (Rooks(side) | Queens(side))) && (RookAttacks(square, OccupiedSquares) & (Rooks(side) | Queens(side)))) return 1; if ((bishop_attacks[square] & (Bishops(side) | Queens(side))) && (BishopAttacks(square, OccupiedSquares) & (Bishops(side) | Queens(side)))) return 1; if (KnightAttacks(square) & Knights(side)) return 1; if (PawnAttacks(Flip(side), square) & Pawns(side)) return 1; if (KingAttacks(square) & Kings(side)) return 1; return 0; } /* last modified 01/07/14 */ /* ******************************************************************************* * * * AttacksTo() is used to produce a bitboard which is a map of all squares * * that directly attack this . The non-sliding pieces are trivial * * to detect, but for sliding pieces, we use a bitboard trick. The idea is * * to compute the squares a queen would attack, if it was standing on * * and then look at the last square attacked in each direction to * * determine if it is a sliding piece that moves in the right direction. To * * finish up, we simply need to Or() all these attackers together. * * * ******************************************************************************* */ uint64_t AttacksTo(TREE * RESTRICT tree, int square) { uint64_t attacks = (PawnAttacks(white, square) & Pawns(black)) | (PawnAttacks(black, square) & Pawns(white)); uint64_t bsliders = Bishops(white) | Bishops(black) | Queens(white) | Queens(black); uint64_t rsliders = Rooks(white) | Rooks(black) | Queens(white) | Queens(black); attacks |= KnightAttacks(square) & (Knights(black) | Knights(white)); if (bishop_attacks[square] & bsliders) attacks |= BishopAttacks(square, OccupiedSquares) & bsliders; if (rook_attacks[square] & rsliders) attacks |= RookAttacks(square, OccupiedSquares) & rsliders; attacks |= KingAttacks(square) & (Kings(black) | Kings(white)); return attacks; } /* last modified 01/07/14 */ /* ******************************************************************************* * * * AttacksFrom() is used to compute the set of squares the piece on * * attacks. * * * ******************************************************************************* */ uint64_t AttacksFrom(TREE * RESTRICT tree, int side, int source) { switch (Abs(PcOnSq(source))) { case queen: return QueenAttacks(source, OccupiedSquares); case rook: return RookAttacks(source, OccupiedSquares); case bishop: return BishopAttacks(source, OccupiedSquares); case knight: return KnightAttacks(source); case pawn: return PawnAttacks(side, source); case king: return KingAttacks(source); } return 0; } /* last modified 01/07/14 */ /* ******************************************************************************* * * * Attacked() is used to determine if is attacked. It returns a * * two bit value, 01 if is attacked by , 10 if is * * attacked by and 11 if is attacked by both sides. * * * ******************************************************************************* */ uint64_t Attacked(TREE * RESTRICT tree, int side, uint64_t squares) { uint64_t bsliders, rsliders, set; int square; bsliders = Bishops(side) | Queens(side); rsliders = Rooks(side) | Queens(side); for (set = squares; set; set &= set - 1) { square = LSB(set); do { if (KingAttacks(square) & Kings(side)) break; if (KnightAttacks(square) & Knights(side)) break; if (bishop_attacks[square] & bsliders && BishopAttacks(square, OccupiedSquares) & bsliders) break; if (rook_attacks[square] & rsliders && RookAttacks(square, OccupiedSquares) & rsliders) break; Clear(square, squares); } while (0); } return squares; }