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inline | side by side (from parent 1:
9ce7469)
We have a crash with this position:
rkqbnnbr/pppppppp/8/8/8/8/PPPPPPPP/RKQBNNBR w HAha -
What happens is that even if we are castling QUEEN_SIDE,
in this case we have kfrom (B8) < kto (C8) so the loop
that checks for attackers runs forever leading to a crash.
The fix is to check for (kto > kfrom) instead of
Side == KING_SIDE, but this is slower in the normal case of
ortodhox chess, so rewrite generate_castle() to handle the
chess960 case as a template parameter and allow the compiler
to optimize out the comparison in case of normal chess.
Reported by Ray Banks.
(*mlist++).move = make_move(to - (d), to); }
namespace {
(*mlist++).move = make_move(to - (d), to); }
namespace {
- template<CastlingSide Side, bool Checks>
+ template<CastlingSide Side, bool Checks, bool Chess960>
MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
if (pos.castle_impeded(us, Side) || !pos.can_castle(make_castle_right(us, Side)))
MoveStack* generate_castle(const Position& pos, MoveStack* mlist, Color us) {
if (pos.castle_impeded(us, Side) || !pos.can_castle(make_castle_right(us, Side)))
- for (Square s = kto; s != kfrom; s += (Square)(Side == KING_SIDE ? -1 : 1))
+ const int K = Chess960 ? kto > kfrom ? -1 : 1
+ : Side == KING_SIDE ? -1 : 1;
+
+ for (Square s = kto; s != kfrom; s += (Square)K)
if (pos.attackers_to(s) & enemies)
return mlist;
// 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 (pos.attackers_to(s) & enemies)
return mlist;
// 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 ( pos.is_chess960()
- && (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
- return mlist;
+ if (Chess960 && (pos.attackers_to(kto, pos.pieces() ^ rfrom) & enemies))
+ return mlist;
(*mlist++).move = make<CASTLE>(kfrom, rfrom);
(*mlist++).move = make<CASTLE>(kfrom, rfrom);
if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(us))
{
if (Type != CAPTURES && Type != EVASIONS && pos.can_castle(us))
{
- mlist = generate_castle<KING_SIDE, Type == QUIET_CHECKS>(pos, mlist, us);
- mlist = generate_castle<QUEEN_SIDE, Type == QUIET_CHECKS>(pos, mlist, us);
+ if (pos.is_chess960())
+ {
+ mlist = generate_castle<KING_SIDE, Type == QUIET_CHECKS, true>(pos, mlist, us);
+ mlist = generate_castle<QUEEN_SIDE, Type == QUIET_CHECKS, true>(pos, mlist, us);
+ }
+ else
+ {
+ mlist = generate_castle<KING_SIDE, Type == QUIET_CHECKS, false>(pos, mlist, us);
+ mlist = generate_castle<QUEEN_SIDE, Type == QUIET_CHECKS, false>(pos, mlist, us);
+ }