template<Color Us, CastlingSide Cs, bool Checks, bool Chess960>
ExtMove* generate_castling(const Position& pos, ExtMove* moveList) {
+ constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr CastlingRight Cr = Us | Cs;
constexpr bool KingSide = (Cs == KING_SIDE);
Square kfrom = pos.square<KING>(Us);
Square rfrom = pos.castling_rook_square(Cr);
Square kto = relative_square(Us, KingSide ? SQ_G1 : SQ_C1);
- Bitboard enemies = pos.pieces(~Us);
+ Bitboard enemies = pos.pieces(Them);
assert(!pos.checkers());
// Because we generate only legal castling moves we need to verify that
// when moving the castling rook we do not discover some hidden checker.
// For instance an enemy queen in SQ_A1 when castling rook is in SQ_B1.
- if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(~Us, ROOK, QUEEN)))
+ if (Chess960 && (attacks_bb<ROOK>(kto, pos.pieces() ^ rfrom) & pos.pieces(Them, ROOK, QUEEN)))
return moveList;
Move m = make<CASTLING>(kfrom, rfrom);
template<Color Us, GenType Type>
ExtMove* generate_pawn_moves(const Position& pos, ExtMove* moveList, Bitboard target) {
- // Compute our parametrized parameters at compile time, named according to
- // the point of view of white side.
+ // Compute some compile time parameters relative to the white side
constexpr Color Them = (Us == WHITE ? BLACK : WHITE);
constexpr Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
constexpr Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);