// Generate evasions for king
Bitboard b1 = pos.piece_attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~checkersAttacks;
+ Bitboard enemy = pos.pieces_of_color(them);
while (b1)
{
to = pop_1st_bit(&b1);
// Note that we can use attackers_to() only because we
// have already removed slider checkers.
- if (!pos.attackers_to(to, them))
+ if (!(pos.attackers_to(to) & enemy))
(*mlist++).move = make_move(ksq, to);
}
// is occupied or under attack.
for (s = Min(from, g1); s <= Max(from, g1); s++)
if ( (s != from && s != to && !pos.square_is_empty(s))
- || pos.attackers_to(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
// Check if any of the squares between king and rook
for (s = Min(from, c1); s <= Max(from, c1); s++)
if( (s != from && s != to && !pos.square_is_empty(s))
- || pos.attackers_to(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(to, d1); s <= Max(to, d1); s++)
// It is a bit complicated to correctly handle Chess960
for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
- || pos.attackers_to(s, them))
+ ||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)