struct StateInfo {
Key pawnKey, materialKey;
- Value npMaterial[COLOR_NB];
+ Value nonPawnMaterial[COLOR_NB];
int castlingRights, rule50, pliesFromNull;
Score psq;
Square epSquare;
friend std::ostream& operator<<(std::ostream&, const Position&);
+ // Disable the default copy constructor
+ Position(const Position&);
+
public:
Position() {}
- Position(const Position& pos, Thread* t) { *this = pos; thisThread = t; }
- Position(const std::string& f, bool c960, Thread* t) { set(f, c960, t); }
+ Position(const Position& pos, Thread* th) { *this = pos; thisThread = th; }
+ Position(const std::string& f, bool c960, Thread* th) { set(f, c960, th); }
Position& operator=(const Position&);
static void init();
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
- Bitboard attackers_to(Square s, Bitboard occ) const;
+ Bitboard attackers_to(Square s, Bitboard occupied) const;
Bitboard attacks_from(Piece pc, Square s) const;
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
}
inline Value Position::non_pawn_material(Color c) const {
- return st->npMaterial[c];
+ return st->nonPawnMaterial[c];
}
inline int Position::game_ply() const {