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544 lines
19 KiB
C++
544 lines
19 KiB
C++
/*
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Stockfish, a UCI chess playing engine derived from Glaurung 2.1
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Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
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Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
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Stockfish is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Stockfish is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <cassert>
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#include <algorithm>
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#include "bitcount.h"
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#include "movegen.h"
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#include "position.h"
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// Simple macro to wrap a very common while loop, no facny, no flexibility,
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// hardcoded list name 'mlist' and from square 'from'.
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#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
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// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
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#define SERIALIZE_MOVES_D(b, d) while (b) { to = pop_1st_bit(&b); (*mlist++).move = make_move(to + (d), to); }
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namespace {
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enum CastlingSide {
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KING_SIDE,
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QUEEN_SIDE
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};
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template<CastlingSide>
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MoveStack* generate_castle_moves(const Position&, MoveStack*, Color us);
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template<Color, MoveType>
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MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square);
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template<PieceType Pt>
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inline MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
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assert(Pt != QUEEN && Pt != PAWN);
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Bitboard b = pos.attacks_from<Pt>(from) & pos.empty_squares();
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if (Pt == KING)
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b &= ~QueenPseudoAttacks[pos.king_square(flip(pos.side_to_move()))];
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SERIALIZE_MOVES(b);
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return mlist;
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}
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template<PieceType Pt>
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inline MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
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Bitboard dc, Square ksq) {
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assert(Pt != KING && Pt != PAWN);
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Bitboard checkSqs, b;
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Square from;
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const Square* pl = pos.piece_list(us, Pt);
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if ((from = *pl++) == SQ_NONE)
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return mlist;
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checkSqs = pos.attacks_from<Pt>(ksq) & pos.empty_squares();
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do
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{
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if ( (Pt == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
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|| (Pt == ROOK && !(RookPseudoAttacks[from] & checkSqs))
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|| (Pt == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
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continue;
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if (dc && bit_is_set(dc, from))
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continue;
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b = pos.attacks_from<Pt>(from) & checkSqs;
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SERIALIZE_MOVES(b);
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} while ((from = *pl++) != SQ_NONE);
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return mlist;
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}
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template<>
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FORCE_INLINE MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
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return (us == WHITE ? generate_pawn_moves<WHITE, MV_CHECK>(p, m, dc, ksq)
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: generate_pawn_moves<BLACK, MV_CHECK>(p, m, dc, ksq));
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}
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template<PieceType Pt, MoveType Type>
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FORCE_INLINE MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
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assert(Pt == PAWN);
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assert(Type == MV_CAPTURE || Type == MV_NON_CAPTURE || Type == MV_EVASION);
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return (us == WHITE ? generate_pawn_moves<WHITE, Type>(p, m, t, SQ_NONE)
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: generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE));
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}
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template<PieceType Pt>
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FORCE_INLINE MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Bitboard b;
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Square from;
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const Square* pl = pos.piece_list(us, Pt);
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if (*pl != SQ_NONE)
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{
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do {
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from = *pl;
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b = pos.attacks_from<Pt>(from) & target;
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SERIALIZE_MOVES(b);
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} while (*++pl != SQ_NONE);
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}
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return mlist;
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}
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template<>
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FORCE_INLINE MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
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Bitboard b;
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Square from = pos.king_square(us);
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b = pos.attacks_from<KING>(from) & target;
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SERIALIZE_MOVES(b);
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return mlist;
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}
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}
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/// generate<MV_CAPTURE> generates all pseudo-legal captures and queen
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/// promotions. Returns a pointer to the end of the move list.
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///
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/// generate<MV_NON_CAPTURE> generates all pseudo-legal non-captures and
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/// underpromotions. Returns a pointer to the end of the move list.
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///
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/// generate<MV_NON_EVASION> generates all pseudo-legal captures and
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/// non-captures. Returns a pointer to the end of the move list.
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template<MoveType Type>
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MoveStack* generate(const Position& pos, MoveStack* mlist) {
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assert(!pos.in_check());
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Color us = pos.side_to_move();
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Bitboard target;
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if (Type == MV_CAPTURE || Type == MV_NON_EVASION)
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target = pos.pieces(flip(us));
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else if (Type == MV_NON_CAPTURE)
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target = pos.empty_squares();
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else
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assert(false);
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if (Type == MV_NON_EVASION)
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{
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mlist = generate_piece_moves<PAWN, MV_CAPTURE>(pos, mlist, us, target);
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mlist = generate_piece_moves<PAWN, MV_NON_CAPTURE>(pos, mlist, us, pos.empty_squares());
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target |= pos.empty_squares();
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}
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else
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mlist = generate_piece_moves<PAWN, Type>(pos, mlist, us, target);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
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mlist = generate_piece_moves<KING>(pos, mlist, us, target);
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if (Type != MV_CAPTURE && pos.can_castle(us))
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{
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if (pos.can_castle(us == WHITE ? WHITE_OO : BLACK_OO))
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mlist = generate_castle_moves<KING_SIDE>(pos, mlist, us);
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if (pos.can_castle(us == WHITE ? WHITE_OOO : BLACK_OOO))
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mlist = generate_castle_moves<QUEEN_SIDE>(pos, mlist, us);
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}
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return mlist;
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}
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// Explicit template instantiations
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template MoveStack* generate<MV_CAPTURE>(const Position& pos, MoveStack* mlist);
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template MoveStack* generate<MV_NON_CAPTURE>(const Position& pos, MoveStack* mlist);
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template MoveStack* generate<MV_NON_EVASION>(const Position& pos, MoveStack* mlist);
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/// generate<MV_NON_CAPTURE_CHECK> generates all pseudo-legal non-captures and knight
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/// underpromotions that give check. Returns a pointer to the end of the move list.
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template<>
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MoveStack* generate<MV_NON_CAPTURE_CHECK>(const Position& pos, MoveStack* mlist) {
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assert(!pos.in_check());
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Bitboard b, dc;
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Square from;
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Color us = pos.side_to_move();
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Square ksq = pos.king_square(flip(us));
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assert(pos.piece_on(ksq) == make_piece(flip(us), KING));
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// Discovered non-capture checks
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b = dc = pos.discovered_check_candidates();
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while (b)
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{
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from = pop_1st_bit(&b);
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switch (type_of(pos.piece_on(from)))
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{
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case PAWN: /* Will be generated togheter with pawns direct checks */ break;
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case KNIGHT: mlist = generate_discovered_checks<KNIGHT>(pos, mlist, from); break;
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case BISHOP: mlist = generate_discovered_checks<BISHOP>(pos, mlist, from); break;
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case ROOK: mlist = generate_discovered_checks<ROOK>(pos, mlist, from); break;
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case KING: mlist = generate_discovered_checks<KING>(pos, mlist, from); break;
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default: assert(false); break;
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}
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}
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// Direct non-capture checks
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mlist = generate_direct_checks<PAWN>(pos, mlist, us, dc, ksq);
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mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, dc, ksq);
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mlist = generate_direct_checks<BISHOP>(pos, mlist, us, dc, ksq);
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mlist = generate_direct_checks<ROOK>(pos, mlist, us, dc, ksq);
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return generate_direct_checks<QUEEN>(pos, mlist, us, dc, ksq);
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}
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/// generate<MV_EVASION> generates all pseudo-legal check evasions when the side
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/// to move is in check. Returns a pointer to the end of the move list.
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template<>
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MoveStack* generate<MV_EVASION>(const Position& pos, MoveStack* mlist) {
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assert(pos.in_check());
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Bitboard b, target;
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Square from, checksq;
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int checkersCnt = 0;
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Color us = pos.side_to_move();
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Square ksq = pos.king_square(us);
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Bitboard checkers = pos.checkers();
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Bitboard sliderAttacks = 0;
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assert(pos.piece_on(ksq) == make_piece(us, KING));
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assert(checkers);
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// Find squares attacked by slider checkers, we will remove
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// them from the king evasions set so to early skip known
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// illegal moves and avoid an useless legality check later.
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b = checkers;
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do
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{
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checkersCnt++;
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checksq = pop_1st_bit(&b);
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assert(color_of(pos.piece_on(checksq)) == flip(us));
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switch (type_of(pos.piece_on(checksq)))
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{
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case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
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case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
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case QUEEN:
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// If queen and king are far we can safely remove all the squares attacked
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// in the other direction becuase are not reachable by the king anyway.
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if (squares_between(ksq, checksq) || (RookPseudoAttacks[checksq] & (1ULL << ksq)))
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sliderAttacks |= QueenPseudoAttacks[checksq];
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// Otherwise, if king and queen are adjacent and on a diagonal line, we need to
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// use real rook attacks to check if king is safe to move in the other direction.
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// For example: king in B2, queen in A1 a knight in B1, and we can safely move to C1.
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else
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sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from<ROOK>(checksq);
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default:
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break;
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}
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} while (b);
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// Generate evasions for king, capture and non capture moves
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b = pos.attacks_from<KING>(ksq) & ~pos.pieces(us) & ~sliderAttacks;
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from = ksq;
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SERIALIZE_MOVES(b);
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// Generate evasions for other pieces only if not double check
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if (checkersCnt > 1)
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return mlist;
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// Find squares where a blocking evasion or a capture of the
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// checker piece is possible.
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target = squares_between(checksq, ksq) | checkers;
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mlist = generate_piece_moves<PAWN, MV_EVASION>(pos, mlist, us, target);
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mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
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mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
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mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
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return generate_piece_moves<QUEEN>(pos, mlist, us, target);
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}
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/// generate<MV_LEGAL> computes a complete list of legal moves in the current position
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template<>
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MoveStack* generate<MV_LEGAL>(const Position& pos, MoveStack* mlist) {
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MoveStack *last, *cur = mlist;
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Bitboard pinned = pos.pinned_pieces();
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last = pos.in_check() ? generate<MV_EVASION>(pos, mlist)
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: generate<MV_NON_EVASION>(pos, mlist);
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// Remove illegal moves from the list
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while (cur != last)
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if (!pos.pl_move_is_legal(cur->move, pinned))
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cur->move = (--last)->move;
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else
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cur++;
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return last;
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}
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namespace {
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template<Square Delta>
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inline Bitboard move_pawns(Bitboard p) {
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return Delta == DELTA_N ? p << 8 : Delta == DELTA_S ? p >> 8 :
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Delta == DELTA_NE ? p << 9 : Delta == DELTA_SE ? p >> 7 :
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Delta == DELTA_NW ? p << 7 : Delta == DELTA_SW ? p >> 9 : p;
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}
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template<MoveType Type, Square Delta>
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inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard target) {
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const Bitboard TFileABB = (Delta == DELTA_NE || Delta == DELTA_SE ? FileABB : FileHBB);
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Bitboard b;
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Square to;
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// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
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b = move_pawns<Delta>(pawns) & target & ~TFileABB;
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SERIALIZE_MOVES_D(b, -Delta);
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return mlist;
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}
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template<MoveType Type, Square Delta>
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inline MoveStack* generate_promotions(const Position& pos, MoveStack* mlist, Bitboard pawnsOn7, Bitboard target) {
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const Bitboard TFileABB = (Delta == DELTA_NE || Delta == DELTA_SE ? FileABB : FileHBB);
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Bitboard b;
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Square to;
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// Promotions and under-promotions, both captures and non-captures
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b = move_pawns<Delta>(pawnsOn7) & target;
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if (Delta != DELTA_N && Delta != DELTA_S)
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b &= ~TFileABB;
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while (b)
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{
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to = pop_1st_bit(&b);
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if (Type == MV_CAPTURE || Type == MV_EVASION)
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(*mlist++).move = make_promotion_move(to - Delta, to, QUEEN);
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if (Type == MV_NON_CAPTURE || Type == MV_EVASION)
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{
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(*mlist++).move = make_promotion_move(to - Delta, to, ROOK);
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(*mlist++).move = make_promotion_move(to - Delta, to, BISHOP);
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(*mlist++).move = make_promotion_move(to - Delta, to, KNIGHT);
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}
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// This is the only possible under promotion that can give a check
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// not already included in the queen-promotion.
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if ( Type == MV_CHECK
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&& bit_is_set(pos.attacks_from<KNIGHT>(to), pos.king_square(Delta > 0 ? BLACK : WHITE)))
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(*mlist++).move = make_promotion_move(to - Delta, to, KNIGHT);
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else (void)pos; // Silence a warning under MSVC
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}
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return mlist;
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}
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template<Color Us, MoveType Type>
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MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) {
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// Calculate our parametrized parameters at compile time, named
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// according to the point of view of white side.
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const Color Them = (Us == WHITE ? BLACK : WHITE);
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const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
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const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
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const Square UP = (Us == WHITE ? DELTA_N : DELTA_S);
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const Square RIGHT_UP = (Us == WHITE ? DELTA_NE : DELTA_SW);
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const Square LEFT_UP = (Us == WHITE ? DELTA_NW : DELTA_SE);
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Square to;
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Bitboard b1, b2, dc1, dc2, pawnPushes, emptySquares;
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Bitboard pawns = pos.pieces(PAWN, Us);
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Bitboard pawnsOn7 = pawns & TRank7BB;
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Bitboard enemyPieces = (Type == MV_CAPTURE ? target : pos.pieces(Them));
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// Pre-calculate pawn pushes before changing emptySquares definition
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if (Type != MV_CAPTURE)
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{
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emptySquares = (Type == MV_NON_CAPTURE ? target : pos.empty_squares());
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pawnPushes = move_pawns<UP>(pawns & ~TRank7BB) & emptySquares;
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}
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if (Type == MV_EVASION)
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{
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emptySquares &= target; // Only blocking squares
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enemyPieces &= target; // Capture only the checker piece
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}
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// Promotions and underpromotions
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if (pawnsOn7)
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{
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if (Type == MV_CAPTURE)
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emptySquares = pos.empty_squares();
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pawns &= ~TRank7BB;
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mlist = generate_promotions<Type, RIGHT_UP>(pos, mlist, pawnsOn7, enemyPieces);
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mlist = generate_promotions<Type, LEFT_UP>(pos, mlist, pawnsOn7, enemyPieces);
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mlist = generate_promotions<Type, UP>(pos, mlist, pawnsOn7, emptySquares);
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}
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// Standard captures
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if (Type == MV_CAPTURE || Type == MV_EVASION)
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{
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mlist = generate_pawn_captures<Type, RIGHT_UP>(mlist, pawns, enemyPieces);
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mlist = generate_pawn_captures<Type, LEFT_UP>(mlist, pawns, enemyPieces);
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}
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// Single and double pawn pushes
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if (Type != MV_CAPTURE)
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{
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b1 = (Type != MV_EVASION ? pawnPushes : pawnPushes & emptySquares);
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b2 = move_pawns<UP>(pawnPushes & TRank3BB) & emptySquares;
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if (Type == MV_CHECK)
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{
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// Consider only pawn moves which give direct checks
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b1 &= pos.attacks_from<PAWN>(ksq, Them);
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b2 &= pos.attacks_from<PAWN>(ksq, Them);
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// Add pawn moves which gives discovered check. This is possible only
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// if the pawn is not on the same file as the enemy king, because we
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// don't generate captures.
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if (pawns & target) // For CHECK type target is dc bitboard
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{
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dc1 = move_pawns<UP>(pawns & target & ~file_bb(ksq)) & emptySquares;
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dc2 = move_pawns<UP>(dc1 & TRank3BB) & emptySquares;
|
|
|
|
b1 |= dc1;
|
|
b2 |= dc2;
|
|
}
|
|
}
|
|
SERIALIZE_MOVES_D(b1, -UP);
|
|
SERIALIZE_MOVES_D(b2, -UP -UP);
|
|
}
|
|
|
|
// En passant captures
|
|
if ((Type == MV_CAPTURE || Type == MV_EVASION) && pos.ep_square() != SQ_NONE)
|
|
{
|
|
assert(Us != WHITE || rank_of(pos.ep_square()) == RANK_6);
|
|
assert(Us != BLACK || rank_of(pos.ep_square()) == RANK_3);
|
|
|
|
// An en passant capture can be an evasion only if the checking piece
|
|
// is the double pushed pawn and so is in the target. Otherwise this
|
|
// is a discovery check and we are forced to do otherwise.
|
|
if (Type == MV_EVASION && !bit_is_set(target, pos.ep_square() - UP))
|
|
return mlist;
|
|
|
|
b1 = pawns & pos.attacks_from<PAWN>(pos.ep_square(), Them);
|
|
|
|
assert(b1);
|
|
|
|
while (b1)
|
|
{
|
|
to = pop_1st_bit(&b1);
|
|
(*mlist++).move = make_enpassant_move(to, pos.ep_square());
|
|
}
|
|
}
|
|
return mlist;
|
|
}
|
|
|
|
template<CastlingSide Side>
|
|
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist, Color us) {
|
|
|
|
CastleRight f = CastleRight((Side == KING_SIDE ? WHITE_OO : WHITE_OOO) << us);
|
|
Color them = flip(us);
|
|
|
|
// After castling, the rook and king's final positions are exactly the same
|
|
// in Chess960 as they would be in standard chess.
|
|
Square kfrom = pos.king_square(us);
|
|
Square rfrom = pos.castle_rook_square(f);
|
|
Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
|
|
Square rto = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
|
|
|
|
assert(!pos.in_check());
|
|
assert(pos.piece_on(kfrom) == make_piece(us, KING));
|
|
assert(pos.piece_on(rfrom) == make_piece(us, ROOK));
|
|
|
|
// Unimpeded rule: All the squares between the king's initial and final squares
|
|
// (including the final square), and all the squares between the rook's initial
|
|
// and final squares (including the final square), must be vacant except for
|
|
// the king and castling rook.
|
|
for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); s++)
|
|
if ( (s != kfrom && s != rfrom && !pos.square_is_empty(s))
|
|
||(pos.attackers_to(s) & pos.pieces(them)))
|
|
return mlist;
|
|
|
|
for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); s++)
|
|
if (s != kfrom && s != rfrom && !pos.square_is_empty(s))
|
|
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())
|
|
{
|
|
Bitboard occ = pos.occupied_squares();
|
|
clear_bit(&occ, rfrom);
|
|
if (pos.attackers_to(kto, occ) & pos.pieces(them))
|
|
return mlist;
|
|
}
|
|
|
|
(*mlist++).move = make_castle_move(kfrom, rfrom);
|
|
|
|
return mlist;
|
|
}
|
|
|
|
} // namespace
|