(mlist++)->move = make_move(to - (d), to); }
namespace {
- template<CastlingSide Side, bool Checks, bool Chess960>
+ template<CastlingFlag Cf, bool Checks, bool Chess960>
ExtMove* generate_castling(const Position& pos, ExtMove* mlist, Color us, const CheckInfo* ci) {
- if (pos.castling_impeded(us, Side) || !pos.can_castle(make_castling_flag(us, Side)))
+ static const bool KingSide = (Cf == WHITE_OO || Cf == BLACK_OO);
+
+ if (pos.castling_impeded(Cf) || !pos.can_castle(Cf))
return mlist;
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
Square kfrom = pos.king_square(us);
- Square rfrom = pos.castling_rook_square(us, Side);
- Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
+ Square rfrom = pos.castling_rook_square(Cf);
+ Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
Bitboard enemies = pos.pieces(~us);
assert(!pos.checkers());
- const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
- : Side == KING_SIDE ? DELTA_W : DELTA_E;
+ const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
+ : KingSide ? DELTA_W : DELTA_E;
for (Square s = kto; s != kfrom; s += K)
if (pos.attackers_to(s) & enemies)
{
if (pos.is_chess960())
{
- mlist = generate_castling< KING_SIDE, Checks, true>(pos, mlist, Us, ci);
- mlist = generate_castling<QUEEN_SIDE, Checks, true>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, KING_SIDE>::flag, Checks, true>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, QUEEN_SIDE>::flag, Checks, true>(pos, mlist, Us, ci);
}
else
{
- mlist = generate_castling< KING_SIDE, Checks, false>(pos, mlist, Us, ci);
- mlist = generate_castling<QUEEN_SIDE, Checks, false>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, KING_SIDE>::flag, Checks, false>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, QUEEN_SIDE>::flag, Checks, false>(pos, mlist, Us, ci);
}
}