- 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;