nodes = 0;
}
-Position::Position(const string& fen, int th) {
+Position::Position(const string& fen, bool isChess960, int th) {
- from_fen(fen);
+ from_fen(fen, isChess960);
threadID = th;
}
/// string. This function is not very robust - make sure that input FENs are
/// correct (this is assumed to be the responsibility of the GUI).
-void Position::from_fen(const string& fen) {
+void Position::from_fen(const string& fen, bool c960) {
/*
A FEN string defines a particular position using only the ASCII character set.
castleRightsMask[make_square(initialQRFile, RANK_1)] ^= WHITE_OOO;
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
- isChess960 = initialKFile != FILE_E
- || initialQRFile != FILE_A
- || initialKRFile != FILE_H;
-
+ isChess960 = c960;
find_checkers();
st->key = compute_key();
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
- return ( !pinned
- || !bit_is_set(pinned, from)
- || (direction_between_squares(from, king_square(us)) == direction_between_squares(move_to(m), king_square(us))));
+ return !pinned
+ || !bit_is_set(pinned, from)
+ || squares_aligned(from, move_to(m), king_square(us));
}
{
// For pawn and king moves we need to verify also direction
if ( (pt != PAWN && pt != KING)
- ||(direction_between_squares(from, ci.ksq) != direction_between_squares(to, ci.ksq)))
+ || !squares_aligned(from, to, ci.ksq))
return true;
}