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BadFish/src/movegen.cpp
Marco Costalba d9dc9dbd65 Split branches in generate_piece_moves()
Instead of one comparison in while() condition use two,
the first to check if the piece is exsistant and the second
to loop across pieces of that type.

This should help branch prediction in cases we have only
one piece of the same type, for instance for queens, the
first branch is always true and the second is almost always
false.

Increased speed of 0.3-0.5 % on Gcc pgo compiles.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
2010-08-27 13:28:07 +01:00

723 lines
24 KiB
C++

/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
////
//// Includes
////
#include <cassert>
#include "bitcount.h"
#include "movegen.h"
// Simple macro to wrap a very common while loop, no facny, no flexibility,
// hardcoded list name 'mlist' and from square 'from'.
#define SERIALIZE_MOVES(b) while (b) (*mlist++).move = make_move(from, pop_1st_bit(&b))
// Version used for pawns, where the 'from' square is given as a delta from the 'to' square
#define SERIALIZE_MOVES_D(b, d) while (b) { to = pop_1st_bit(&b); (*mlist++).move = make_move(to + (d), to); }
////
//// Local definitions
////
namespace {
enum CastlingSide {
KING_SIDE,
QUEEN_SIDE
};
enum MoveType {
CAPTURE,
NON_CAPTURE,
CHECK,
EVASION
};
// Helper templates
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position&, MoveStack*);
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position&, MoveStack*, Bitboard, Square);
// Template generate_piece_moves (captures and non-captures) with specializations and overloads
template<PieceType>
MoveStack* generate_piece_moves(const Position&, MoveStack*, Color, Bitboard);
template<>
MoveStack* generate_piece_moves<KING>(const Position&, MoveStack*, Color, Bitboard);
template<PieceType Piece, MoveType Type>
inline MoveStack* generate_piece_moves(const Position& p, MoveStack* m, Color us, Bitboard t) {
assert(Piece == PAWN);
assert(Type == CAPTURE || Type == NON_CAPTURE || Type == EVASION);
return (us == WHITE ? generate_pawn_moves<WHITE, Type>(p, m, t, SQ_NONE)
: generate_pawn_moves<BLACK, Type>(p, m, t, SQ_NONE));
}
// Templates for non-capture checks generation
template<PieceType Piece>
MoveStack* generate_discovered_checks(const Position&, MoveStack*, Square);
template<PieceType>
MoveStack* generate_direct_checks(const Position&, MoveStack*, Color, Bitboard, Square);
template<>
inline MoveStack* generate_direct_checks<PAWN>(const Position& p, MoveStack* m, Color us, Bitboard dc, Square ksq) {
return (us == WHITE ? generate_pawn_moves<WHITE, CHECK>(p, m, dc, ksq)
: generate_pawn_moves<BLACK, CHECK>(p, m, dc, ksq));
}
}
////
//// Functions
////
/// generate_captures() generates all pseudo-legal captures and queen
/// promotions. Returns a pointer to the end of the move list.
MoveStack* generate_captures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us, target);
return generate_piece_moves<KING>(pos, mlist, us, target);
}
/// generate_noncaptures() generates all pseudo-legal non-captures and
/// underpromotions. Returns a pointer to the end of the move list.
MoveStack* generate_noncaptures(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.empty_squares();
mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
return generate_castle_moves<QUEEN_SIDE>(pos, mlist);
}
/// generate_non_evasions() generates all pseudo-legal captures and
/// non-captures. Returns a pointer to the end of the move list.
MoveStack* generate_non_evasions(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Color us = pos.side_to_move();
Bitboard target = pos.pieces_of_color(opposite_color(us));
mlist = generate_piece_moves<PAWN, CAPTURE>(pos, mlist, us, target);
mlist = generate_piece_moves<PAWN, NON_CAPTURE>(pos, mlist, us, pos.empty_squares());
target |= pos.empty_squares();
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
mlist = generate_piece_moves<QUEEN>(pos, mlist, us, target);
mlist = generate_piece_moves<KING>(pos, mlist, us, target);
mlist = generate_castle_moves<KING_SIDE>(pos, mlist);
return generate_castle_moves<QUEEN_SIDE>(pos, mlist);
}
/// generate_non_capture_checks() generates all pseudo-legal non-captures and knight
/// underpromotions that give check. Returns a pointer to the end of the move list.
MoveStack* generate_non_capture_checks(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(!pos.is_check());
Bitboard b, dc;
Square from;
Color us = pos.side_to_move();
Square ksq = pos.king_square(opposite_color(us));
assert(pos.piece_on(ksq) == piece_of_color_and_type(opposite_color(us), KING));
// Discovered non-capture checks
b = dc = pos.discovered_check_candidates(us);
while (b)
{
from = pop_1st_bit(&b);
switch (pos.type_of_piece_on(from))
{
case PAWN: /* Will be generated togheter with pawns direct checks */ break;
case KNIGHT: mlist = generate_discovered_checks<KNIGHT>(pos, mlist, from); break;
case BISHOP: mlist = generate_discovered_checks<BISHOP>(pos, mlist, from); break;
case ROOK: mlist = generate_discovered_checks<ROOK>(pos, mlist, from); break;
case KING: mlist = generate_discovered_checks<KING>(pos, mlist, from); break;
default: assert(false); break;
}
}
// Direct non-capture checks
mlist = generate_direct_checks<PAWN>(pos, mlist, us, dc, ksq);
mlist = generate_direct_checks<KNIGHT>(pos, mlist, us, dc, ksq);
mlist = generate_direct_checks<BISHOP>(pos, mlist, us, dc, ksq);
mlist = generate_direct_checks<ROOK>(pos, mlist, us, dc, ksq);
return generate_direct_checks<QUEEN>(pos, mlist, us, dc, ksq);
}
/// generate_evasions() generates all pseudo-legal check evasions when
/// the side to move is in check. Returns a pointer to the end of the move list.
MoveStack* generate_evasions(const Position& pos, MoveStack* mlist) {
assert(pos.is_ok());
assert(pos.is_check());
Bitboard b, target;
Square from, checksq;
int checkersCnt = 0;
Color us = pos.side_to_move();
Square ksq = pos.king_square(us);
Bitboard checkers = pos.checkers();
Bitboard sliderAttacks = EmptyBoardBB;
assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
assert(checkers);
// Find squares attacked by slider checkers, we will remove
// them from the king evasions set so to early skip known
// illegal moves and avoid an useless legality check later.
b = checkers;
do
{
checkersCnt++;
checksq = pop_1st_bit(&b);
assert(pos.color_of_piece_on(checksq) == opposite_color(us));
switch (pos.type_of_piece_on(checksq))
{
case BISHOP: sliderAttacks |= BishopPseudoAttacks[checksq]; break;
case ROOK: sliderAttacks |= RookPseudoAttacks[checksq]; break;
case QUEEN:
// In case of a queen remove also squares attacked in the other direction to
// avoid possible illegal moves when queen and king are on adjacent squares.
if (direction_is_straight(checksq, ksq))
sliderAttacks |= RookPseudoAttacks[checksq] | pos.attacks_from<BISHOP>(checksq);
else
sliderAttacks |= BishopPseudoAttacks[checksq] | pos.attacks_from<ROOK>(checksq);
default:
break;
}
} while (b);
// Generate evasions for king, capture and non capture moves
b = pos.attacks_from<KING>(ksq) & ~pos.pieces_of_color(us) & ~sliderAttacks;
from = ksq;
SERIALIZE_MOVES(b);
// Generate evasions for other pieces only if not double check
if (checkersCnt > 1)
return mlist;
// Find squares where a blocking evasion or a capture of the
// checker piece is possible.
target = squares_between(checksq, ksq) | checkers;
mlist = generate_piece_moves<PAWN, EVASION>(pos, mlist, us, target);
mlist = generate_piece_moves<KNIGHT>(pos, mlist, us, target);
mlist = generate_piece_moves<BISHOP>(pos, mlist, us, target);
mlist = generate_piece_moves<ROOK>(pos, mlist, us, target);
return generate_piece_moves<QUEEN>(pos, mlist, us, target);
}
/// generate_moves() computes a complete list of legal or pseudo-legal moves in
/// the current position. This function is not very fast, and should be used
/// only in non time-critical paths.
MoveStack* generate_moves(const Position& pos, MoveStack* mlist, bool pseudoLegal) {
assert(pos.is_ok());
MoveStack *last, *cur = mlist;
Bitboard pinned = pos.pinned_pieces(pos.side_to_move());
// Generate pseudo-legal moves
last = pos.is_check() ? generate_evasions(pos, mlist)
: generate_non_evasions(pos, mlist);
if (pseudoLegal)
return last;
// Remove illegal moves from the list
while (cur != last)
if (pos.pl_move_is_legal(cur->move, pinned))
cur++;
else
cur->move = (--last)->move;
return last;
}
/// move_is_legal() takes a position and a (not necessarily pseudo-legal)
/// move and tests whether the move is legal. This version is not very fast
/// and should be used only in non time-critical paths.
bool move_is_legal(const Position& pos, const Move m) {
MoveStack mlist[256];
MoveStack *cur, *last = generate_moves(pos, mlist, true);
for (cur = mlist; cur != last; cur++)
if (cur->move == m)
return pos.pl_move_is_legal(m, pos.pinned_pieces(pos.side_to_move()));
return false;
}
/// Fast version of move_is_legal() that takes a position a move and a
/// bitboard of pinned pieces as input, and tests whether the move is legal.
bool move_is_legal(const Position& pos, const Move m, Bitboard pinned) {
assert(pos.is_ok());
assert(move_is_ok(m));
assert(pinned == pos.pinned_pieces(pos.side_to_move()));
Color us = pos.side_to_move();
Color them = opposite_color(us);
Square from = move_from(m);
Square to = move_to(m);
Piece pc = pos.piece_on(from);
// Use a slower but simpler function for uncommon cases
if (move_is_ep(m) || move_is_castle(m))
return move_is_legal(pos, m);
// If the from square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
if (color_of_piece(pc) != us)
return false;
// The destination square cannot be occupied by a friendly piece
if (pos.color_of_piece_on(to) == us)
return false;
// Handle the special case of a pawn move
if (type_of_piece(pc) == PAWN)
{
// Move direction must be compatible with pawn color
int direction = to - from;
if ((us == WHITE) != (direction > 0))
return false;
// A pawn move is a promotion iff the destination square is
// on the 8/1th rank.
if (( (square_rank(to) == RANK_8 && us == WHITE)
||(square_rank(to) == RANK_1 && us != WHITE)) != bool(move_is_promotion(m)))
return false;
// The promotion piece, if any, must be valid
if (move_promotion_piece(m) > QUEEN || move_promotion_piece(m) == PAWN)
return false;
// Proceed according to the square delta between the origin and
// destination squares.
switch (direction)
{
case DELTA_NW:
case DELTA_NE:
case DELTA_SW:
case DELTA_SE:
// Capture. The destination square must be occupied by an enemy
// piece (en passant captures was handled earlier).
if (pos.color_of_piece_on(to) != them)
return false;
break;
case DELTA_N:
case DELTA_S:
// Pawn push. The destination square must be empty.
if (!pos.square_is_empty(to))
return false;
break;
case DELTA_NN:
// Double white pawn push. The destination square must be on the fourth
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( square_rank(to) != RANK_4
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_N))
return false;
break;
case DELTA_SS:
// Double black pawn push. The destination square must be on the fifth
// rank, and both the destination square and the square between the
// source and destination squares must be empty.
if ( square_rank(to) != RANK_5
|| !pos.square_is_empty(to)
|| !pos.square_is_empty(from + DELTA_S))
return false;
break;
default:
return false;
}
// The move is pseudo-legal, check if it is also legal
return pos.is_check() ? pos.pl_move_is_evasion(m, pinned) : pos.pl_move_is_legal(m, pinned);
}
// Luckly we can handle all the other pieces in one go
return bit_is_set(pos.attacks_from(pc, from), to)
&& (pos.is_check() ? pos.pl_move_is_evasion(m, pinned) : pos.pl_move_is_legal(m, pinned))
&& !move_is_promotion(m);
}
namespace {
template<PieceType Piece>
MoveStack* generate_piece_moves(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Bitboard b;
Square from;
const Square* ptr = pos.piece_list_begin(us, Piece);
if (*ptr != SQ_NONE)
{
do {
from = *ptr;
b = pos.attacks_from<Piece>(from) & target;
SERIALIZE_MOVES(b);
} while (*++ptr != SQ_NONE);
}
return mlist;
}
template<>
MoveStack* generate_piece_moves<KING>(const Position& pos, MoveStack* mlist, Color us, Bitboard target) {
Bitboard b;
Square from = pos.king_square(us);
b = pos.attacks_from<KING>(from) & target;
SERIALIZE_MOVES(b);
return mlist;
}
template<Color Us, SquareDelta Direction>
inline Bitboard move_pawns(Bitboard p) {
if (Direction == DELTA_N)
return Us == WHITE ? p << 8 : p >> 8;
else if (Direction == DELTA_NE)
return Us == WHITE ? p << 9 : p >> 7;
else if (Direction == DELTA_NW)
return Us == WHITE ? p << 7 : p >> 9;
else
return p;
}
template<Color Us, MoveType Type, SquareDelta Diagonal>
inline MoveStack* generate_pawn_captures(MoveStack* mlist, Bitboard pawns, Bitboard enemyPieces) {
// Calculate our parametrized parameters at compile time
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TFileABB = (Diagonal == DELTA_NE ? FileABB : FileHBB);
const SquareDelta TDELTA_NE = (Us == WHITE ? DELTA_NE : DELTA_SE);
const SquareDelta TDELTA_NW = (Us == WHITE ? DELTA_NW : DELTA_SW);
const SquareDelta TTDELTA_NE = (Diagonal == DELTA_NE ? TDELTA_NE : TDELTA_NW);
Bitboard b1, b2;
Square to;
// Captures in the a1-h8 (a8-h1 for black) diagonal or in the h1-a8 (h8-a1 for black)
b1 = move_pawns<Us, Diagonal>(pawns) & ~TFileABB & enemyPieces;
// Capturing promotions and under-promotions
if (b1 & TRank8BB)
{
b2 = b1 & TRank8BB;
b1 &= ~TRank8BB;
while (b2)
{
to = pop_1st_bit(&b2);
if (Type == CAPTURE || Type == EVASION)
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, QUEEN);
if (Type == NON_CAPTURE || Type == EVASION)
{
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, ROOK);
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, BISHOP);
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT);
}
// This is the only possible under promotion that can give a check
// not already included in the queen-promotion. It is not sure that
// the promoted knight will give check, but it doesn't worth to verify.
if (Type == CHECK)
(*mlist++).move = make_promotion_move(to - TTDELTA_NE, to, KNIGHT);
}
}
// Serialize standard captures
if (Type == CAPTURE || Type == EVASION)
SERIALIZE_MOVES_D(b1, -TTDELTA_NE);
return mlist;
}
template<Color Us, MoveType Type>
MoveStack* generate_pawn_moves(const Position& pos, MoveStack* mlist, Bitboard target, Square ksq) {
// Calculate our parametrized parameters at compile time
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Bitboard TRank8BB = (Us == WHITE ? Rank8BB : Rank1BB);
const Bitboard TRank7BB = (Us == WHITE ? Rank7BB : Rank2BB);
const Bitboard TRank3BB = (Us == WHITE ? Rank3BB : Rank6BB);
const SquareDelta TDELTA_N = (Us == WHITE ? DELTA_N : DELTA_S);
Square to;
Bitboard b1, b2, enemyPieces, emptySquares;
Bitboard pawns = pos.pieces(PAWN, Us);
// Standard captures and capturing promotions and underpromotions
if (Type == CAPTURE || Type == EVASION || (pawns & TRank7BB))
{
enemyPieces = (Type == CAPTURE ? target : pos.pieces_of_color(opposite_color(Us)));
if (Type == EVASION)
enemyPieces &= target; // Capture only the checker piece
mlist = generate_pawn_captures<Us, Type, DELTA_NE>(mlist, pawns, enemyPieces);
mlist = generate_pawn_captures<Us, Type, DELTA_NW>(mlist, pawns, enemyPieces);
}
// Non-capturing promotions and underpromotions
if (pawns & TRank7BB)
{
b1 = move_pawns<Us, DELTA_N>(pawns) & TRank8BB & pos.empty_squares();
if (Type == EVASION)
b1 &= target; // Only blocking promotion pushes
while (b1)
{
to = pop_1st_bit(&b1);
if (Type == CAPTURE || Type == EVASION)
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, QUEEN);
if (Type == NON_CAPTURE || Type == EVASION)
{
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, ROOK);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, BISHOP);
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
// This is the only possible under promotion that can give a check
// not already included in the queen-promotion.
if (Type == CHECK && bit_is_set(pos.attacks_from<KNIGHT>(to), pos.king_square(Them)))
(*mlist++).move = make_promotion_move(to - TDELTA_N, to, KNIGHT);
}
}
// Standard pawn pushes and double pushes
if (Type != CAPTURE)
{
emptySquares = (Type == NON_CAPTURE ? target : pos.empty_squares());
// Single and double pawn pushes
b1 = move_pawns<Us, DELTA_N>(pawns) & emptySquares & ~TRank8BB;
b2 = move_pawns<Us, DELTA_N>(b1 & TRank3BB) & emptySquares;
// Filter out unwanted pushes according to the move type
if (Type == EVASION)
{
b1 &= target;
b2 &= target;
}
else if (Type == CHECK)
{
// Pawn moves which give direct cheks
b1 &= pos.attacks_from<PAWN>(ksq, Them);
b2 &= pos.attacks_from<PAWN>(ksq, Them);
// Pawn moves which gives discovered check. This is possible only if
// the pawn is not on the same file as the enemy king, because we
// don't generate captures.
if (pawns & target) // For CHECK type target is dc bitboard
{
Bitboard dc1 = move_pawns<Us, DELTA_N>(pawns & target & ~file_bb(ksq)) & emptySquares & ~TRank8BB;
Bitboard dc2 = move_pawns<Us, DELTA_N>(dc1 & TRank3BB) & emptySquares;
b1 |= dc1;
b2 |= dc2;
}
}
SERIALIZE_MOVES_D(b1, -TDELTA_N);
SERIALIZE_MOVES_D(b2, -TDELTA_N -TDELTA_N);
}
// En passant captures
if ((Type == CAPTURE || Type == EVASION) && pos.ep_square() != SQ_NONE)
{
assert(Us != WHITE || square_rank(pos.ep_square()) == RANK_6);
assert(Us != BLACK || square_rank(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 == EVASION && !bit_is_set(target, pos.ep_square() - TDELTA_N))
return mlist;
b1 = pawns & pos.attacks_from<PAWN>(pos.ep_square(), Them);
assert(b1 != EmptyBoardBB);
while (b1)
{
to = pop_1st_bit(&b1);
(*mlist++).move = make_ep_move(to, pos.ep_square());
}
}
return mlist;
}
template<PieceType Piece>
MoveStack* generate_discovered_checks(const Position& pos, MoveStack* mlist, Square from) {
assert(Piece != QUEEN);
Bitboard b = pos.attacks_from<Piece>(from) & pos.empty_squares();
if (Piece == KING)
{
Square ksq = pos.king_square(opposite_color(pos.side_to_move()));
b &= ~QueenPseudoAttacks[ksq];
}
SERIALIZE_MOVES(b);
return mlist;
}
template<PieceType Piece>
MoveStack* generate_direct_checks(const Position& pos, MoveStack* mlist, Color us,
Bitboard dc, Square ksq) {
assert(Piece != KING);
Bitboard checkSqs, b;
Square from;
const Square* ptr = pos.piece_list_begin(us, Piece);
if ((from = *ptr++) == SQ_NONE)
return mlist;
checkSqs = pos.attacks_from<Piece>(ksq) & pos.empty_squares();
do
{
if ( (Piece == QUEEN && !(QueenPseudoAttacks[from] & checkSqs))
|| (Piece == ROOK && !(RookPseudoAttacks[from] & checkSqs))
|| (Piece == BISHOP && !(BishopPseudoAttacks[from] & checkSqs)))
continue;
if (dc && bit_is_set(dc, from))
continue;
b = pos.attacks_from<Piece>(from) & checkSqs;
SERIALIZE_MOVES(b);
} while ((from = *ptr++) != SQ_NONE);
return mlist;
}
template<CastlingSide Side>
MoveStack* generate_castle_moves(const Position& pos, MoveStack* mlist) {
Color us = pos.side_to_move();
if ( (Side == KING_SIDE && pos.can_castle_kingside(us))
||(Side == QUEEN_SIDE && pos.can_castle_queenside(us)))
{
Color them = opposite_color(us);
Square ksq = pos.king_square(us);
assert(pos.piece_on(ksq) == piece_of_color_and_type(us, KING));
Square rsq = (Side == KING_SIDE ? pos.initial_kr_square(us) : pos.initial_qr_square(us));
Square s1 = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
Square s2 = relative_square(us, Side == KING_SIDE ? SQ_F1 : SQ_D1);
Square s;
bool illegal = false;
assert(pos.piece_on(rsq) == piece_of_color_and_type(us, ROOK));
// It is a bit complicated to correctly handle Chess960
for (s = Min(ksq, s1); s <= Max(ksq, s1); s++)
if ( (s != ksq && s != rsq && pos.square_is_occupied(s))
||(pos.attackers_to(s) & pos.pieces_of_color(them)))
illegal = true;
for (s = Min(rsq, s2); s <= Max(rsq, s2); s++)
if (s != ksq && s != rsq && pos.square_is_occupied(s))
illegal = true;
if ( Side == QUEEN_SIDE
&& square_file(rsq) == FILE_B
&& ( pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, ROOK)
|| pos.piece_on(relative_square(us, SQ_A1)) == piece_of_color_and_type(them, QUEEN)))
illegal = true;
if (!illegal)
(*mlist++).move = make_castle_move(ksq, rsq);
}
return mlist;
}
}