-int generate_noncaptures(const Position& pos, MoveStack *mlist) {
-
- assert(pos.is_ok());
- assert(!pos.is_check());
-
- Color us = pos.side_to_move();
- Bitboard target = pos.empty_squares();
- int n;
-
- if (us == WHITE)
- n = generate_pawn_noncaptures<WHITE>(pos, mlist);
- else
- n = generate_pawn_noncaptures<BLACK>(pos, mlist);
-
- n += generate_piece_moves<KNIGHT>(pos, mlist+n, us, target);
- n += generate_piece_moves<BISHOP>(pos, mlist+n, us, target);
- n += generate_piece_moves<ROOK>(pos, mlist+n, us, target);
- n += generate_piece_moves<QUEEN>(pos, mlist+n, us, target);
- n += generate_piece_moves<KING>(pos, mlist+n, us, target);
- n += generate_castle_moves(pos, mlist+n);
- return n;
-}
-
-
-/// generate_checks() generates all pseudo-legal non-capturing, non-promoting
-/// checks, except castling moves (will add this later). It returns the
-/// number of generated moves.
-
-int generate_checks(const Position& pos, MoveStack* mlist, Bitboard dc) {
-
- assert(pos.is_ok());
- assert(!pos.is_check());
-
- int n;
- Color us = pos.side_to_move();
- Square ksq = pos.king_square(opposite_color(us));
-
- assert(pos.piece_on(ksq) == king_of_color(opposite_color(us)));
-
- dc = pos.discovered_check_candidates(us);
-
- // Pawn moves
- if (us == WHITE)
- n = generate_pawn_checks<WHITE>(pos, dc, ksq, mlist);
- else
- n = generate_pawn_checks<BLACK>(pos, dc, ksq, mlist);
-
- // Pieces moves
- Bitboard b = pos.knights(us);
- if (b)
- n += generate_piece_checks<KNIGHT>(pos, b, dc, ksq, mlist+n);
-
- b = pos.bishops(us);
- if (b)
- n += generate_piece_checks<BISHOP>(pos, b, dc, ksq, mlist+n);
-
- b = pos.rooks(us);
- if (b)
- n += generate_piece_checks<ROOK>(pos, b, dc, ksq, mlist+n);
-
- b = pos.queens(us);
- if (b)
- n += generate_piece_checks<QUEEN>(pos, b, dc, ksq, mlist+n);
-
- // Hopefully we always have a king ;-)
- n += generate_piece_checks_king(pos, pos.king_square(us), dc, ksq, mlist+n);
-
- // TODO: Castling moves!
-
- return n;
-}
-
-
-/// generate_evasions() generates all check evasions when the side to move is
-/// in check. Unlike the other move generation functions, this one generates
-/// only legal moves. It returns the number of generated moves. This
-/// function is very ugly, and needs cleaning up some time later. FIXME
-
-int generate_evasions(const Position& pos, MoveStack* mlist) {
-
- assert(pos.is_ok());
- assert(pos.is_check());
-
- Color us = pos.side_to_move();
- Color them = opposite_color(us);
- Square ksq = pos.king_square(us);
- Square from, to;
- int n = 0;
-
- assert(pos.piece_on(ksq) == king_of_color(us));
-
- // Generate evasions for king
- Bitboard b1 = pos.piece_attacks<KING>(ksq) & ~pos.pieces_of_color(us);
- Bitboard b2 = pos.occupied_squares();
- clear_bit(&b2, ksq);
-
- while (b1)
- {
- to = pop_1st_bit(&b1);
-
- // Make sure to is not attacked by the other side. This is a bit ugly,
- // because we can't use Position::square_is_attacked. Instead we use
- // the low-level bishop_attacks_bb and rook_attacks_bb with the bitboard
- // b2 (the occupied squares with the king removed) in order to test whether
- // the king will remain in check on the destination square.
- if (!( (bishop_attacks_bb(to, b2) & pos.bishops_and_queens(them))
- || (rook_attacks_bb(to, b2) & pos.rooks_and_queens(them))
- || (pos.piece_attacks<KNIGHT>(to) & pos.knights(them))
- || (pos.pawn_attacks(us, to) & pos.pawns(them))
- || (pos.piece_attacks<KING>(to) & pos.kings(them))))
-
- mlist[n++].move = make_move(ksq, to);
- }
-
- // Generate evasions for other pieces only if not double check. We use a
- // simple bit twiddling hack here rather than calling count_1s in order to
- // save some time (we know that pos.checkers() has at most two nonzero bits).
- Bitboard checkers = pos.checkers();
-
- if (!(checkers & (checkers - 1))) // Only one bit set?
- {
- Square checksq = first_1(checkers);
-
- assert(pos.color_of_piece_on(checksq) == them);
-
- // Find pinned pieces
- Bitboard not_pinned = ~pos.pinned_pieces(us);
-
- // Generate captures of the checking piece
-
- // Pawn captures
- b1 = pos.pawn_attacks(them, checksq) & pos.pawns(us) & not_pinned;
- while (b1)
- {
- from = pop_1st_bit(&b1);
- if (relative_rank(us, checksq) == RANK_8)
- {
- mlist[n++].move = make_promotion_move(from, checksq, QUEEN);
- mlist[n++].move = make_promotion_move(from, checksq, ROOK);
- mlist[n++].move = make_promotion_move(from, checksq, BISHOP);
- mlist[n++].move = make_promotion_move(from, checksq, KNIGHT);
- } else
- mlist[n++].move = make_move(from, checksq);
- }
-
- // Pieces captures
- b1 = ( (pos.piece_attacks<KNIGHT>(checksq) & pos.knights(us))
- | (pos.piece_attacks<BISHOP>(checksq) & pos.bishops_and_queens(us))
- | (pos.piece_attacks<ROOK>(checksq) & pos.rooks_and_queens(us)) ) & not_pinned;
-
- while (b1)
- {
- from = pop_1st_bit(&b1);
- mlist[n++].move = make_move(from, checksq);
- }
-
- // Blocking check evasions are possible only if the checking piece is
- // a slider
- if (checkers & pos.sliders())
- {
- Bitboard blockSquares = squares_between(checksq, ksq);
-
- assert((pos.occupied_squares() & blockSquares) == EmptyBoardBB);
-
- // Pawn moves. Because a blocking evasion can never be a capture, we
- // only generate pawn pushes.
- if (us == WHITE)
- n += generate_pawn_blocking_evasions<WHITE>(pos, not_pinned, blockSquares, mlist+n);
- else
- n += generate_pawn_blocking_evasions<BLACK>(pos, not_pinned, blockSquares, mlist+n);
-
- // Pieces moves
- b1 = pos.knights(us) & not_pinned;
- if (b1)
- n += generate_piece_blocking_evasions<KNIGHT>(pos, b1, blockSquares, mlist+n);
-
- b1 = pos.bishops(us) & not_pinned;
- if (b1)
- n += generate_piece_blocking_evasions<BISHOP>(pos, b1, blockSquares, mlist+n);
-
- b1 = pos.rooks(us) & not_pinned;
- if (b1)
- n += generate_piece_blocking_evasions<ROOK>(pos, b1, blockSquares, mlist+n);
-
- b1 = pos.queens(us) & not_pinned;
- if (b1)
- n += generate_piece_blocking_evasions<QUEEN>(pos, b1, blockSquares, mlist+n);
- }
-
- // Finally, the ugly special case of en passant captures. An en passant
- // capture can only be a check evasion if the check is not a discovered
- // check. If pos.ep_square() is set, the last move made must have been
- // a double pawn push. If, furthermore, the checking piece is a pawn,
- // an en passant check evasion may be possible.
- if (pos.ep_square() != SQ_NONE && (checkers & pos.pawns(them)))