(*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)))
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
Bitboard enemies = pos.pieces(~us);
- assert(!pos.in_check());
+ assert(!pos.checkers());
- 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.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);
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);
+ }
}
return mlist;
MoveStack* generate(const Position& pos, MoveStack* mlist) {
assert(Type == CAPTURES || Type == QUIETS || Type == NON_EVASIONS);
- assert(!pos.in_check());
+ assert(!pos.checkers());
Color us = pos.side_to_move();
Bitboard target;
template<>
MoveStack* generate<QUIET_CHECKS>(const Position& pos, MoveStack* mlist) {
- assert(!pos.in_check());
+ assert(!pos.checkers());
Color us = pos.side_to_move();
CheckInfo ci(pos);
template<>
MoveStack* generate<EVASIONS>(const Position& pos, MoveStack* mlist) {
- assert(pos.in_check());
+ assert(pos.checkers());
Square from, checksq;
int checkersCnt = 0;
Bitboard pinned = pos.pinned_pieces();
Square ksq = pos.king_square(pos.side_to_move());
- end = pos.in_check() ? generate<EVASIONS>(pos, mlist)
+ end = pos.checkers() ? generate<EVASIONS>(pos, mlist)
: generate<NON_EVASIONS>(pos, mlist);
while (cur != end)
if ( (pinned || from_sq(cur->move) == ksq || type_of(cur->move) == ENPASSANT)