WhiteKingValid computation (incomplete form)
Remember, this is how a king (white or black) can move:
Suppose a white king is on a chess board like this:
We will need the Piece[E1] and AllWhitePieces
bitboard for the above board:
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Now let's perform the function call:
WhiteKingValid = compute_king_incomplete(Piece[E1], AllWhitePieces, lookup_tables);
/* LookupTables is a structure which contains all precomputed lookup tables */
Bitboard compute_king_incomplete(Bitboard king_loc, Bitboard own_side, LookupTables *tbls)
{
/* we can ignore the rank clipping since the overflow/underflow with
respect to rank simply vanishes. We only care about the file
overflow/underflow. */
king_clip_file_h = king_loc & tbls->ClearFile[FILE_H];
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king_clip_file_a = king_loc & tbls->ClearFile[FILE_A];
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/* remember the representation of the board in relation to the bitindex
when looking at these shifts.... */
spot_1 = king_clip_file_h << 7;
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<< | 7 | = |
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spot_2 = king_loc << 8;
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<< | 8 | = |
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spot_3 = king_clip_file_h << 9;
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<< | 9 | = |
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spot_4 = king_clip_file_h << 1;
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<< | 1 | = |
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spot_5 = king_clip_file_a >> 7;
NOTE: Here we shift so far towards the least significant bit side of the board that we shift off of the board all together trying to get to a spot which doesn't exist. The side effect of this is that it leaves an empty board, which is perfect, since that represents no valid moves.
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>> | 7 | = |
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spot_6 = king_loc >> 8;
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>> | 8 | = |
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spot_7 = king_clip_file_a >> 9;
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>> | 9 | = |
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spot_8 = king_clip_file_a >> 1;
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>> | 1 | = |
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king_moves = spot_1 | spot_2 | spot_3 | spot_4 | spot_5 | spot_6 |
spot_7 | spot_8;
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0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
OR |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
OR |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
|
OR |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
1 |
0 |
0 |
0 |
0 |
|
= |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
1 |
1 |
1 |
0 |
0 |
| 0 |
0 |
0 |
1 |
0 |
1 |
0 |
0 |
|
KingValid = king_moves & ~own_side;
WARNING: The places marked in blue are actually not valid since the
white king will move into check if it moved there. We will deal with those
blue squares later when we finish the move computation for the King.
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
1 |
1 |
1 |
0 |
0 |
| 0 |
0 |
0 |
1 |
0 |
1 |
0 |
0 |
|
AND |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
0 |
1 |
1 |
1 |
1 |
| 1 |
1 |
1 |
1 |
0 |
0 |
1 |
1 |
|
= |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
1 |
1 |
0 |
0 |
| 0 |
0 |
0 |
1 |
0 |
0 |
0 |
0 |
|
/* the caller will interpret this as a white or black king depending
on the context of the arguments passed in */
return KingValid;
| return |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
0 |
0 |
0 |
0 |
| 0 |
0 |
0 |
0 |
1 |
1 |
0 |
0 |
| 0 |
0 |
0 |
1 |
0 |
0 |
0 |
0 |
|
}