}
-/// Position::operator=() creates a copy of 'pos' but detaching the state pointer
-/// from the source to be self-consistent and not depending on any external data.
-
-Position& Position::operator=(const Position& pos) {
-
- std::memcpy(this, &pos, sizeof(Position));
- std::memcpy(&startState, st, sizeof(StateInfo));
- st = &startState;
- nodes = 0;
-
- assert(pos_is_ok());
-
- return *this;
-}
-
-
-/// Position::clear() erases the position object to a pristine state, with an
-/// empty board, white to move, and no castling rights.
-
-void Position::clear() {
-
- std::memset(this, 0, sizeof(Position));
- startState.epSquare = SQ_NONE;
- st = &startState;
-
- for (int i = 0; i < PIECE_TYPE_NB; ++i)
- for (int j = 0; j < 16; ++j)
- pieceList[WHITE][i][j] = pieceList[BLACK][i][j] = SQ_NONE;
-}
-
-
/// Position::set() initializes the position object with the given FEN string.
/// This function is not very robust - make sure that input FENs are correct,
/// this is assumed to be the responsibility of the GUI.
-void Position::set(const string& fenStr, bool isChess960, Thread* th) {
+Position& Position::set(const string& fenStr, bool isChess960, StateInfo* si, Thread* th) {
/*
A FEN string defines a particular position using only the ASCII character set.
Square sq = SQ_A8;
std::istringstream ss(fenStr);
- clear();
+ std::memset(this, 0, sizeof(Position));
+ std::memset(si, 0, sizeof(StateInfo));
+ std::fill_n(&pieceList[0][0][0], sizeof(pieceList) / sizeof(Square), SQ_NONE);
+ st = si;
+
ss >> std::noskipws;
// 1. Piece placement
if (!(attackers_to(st->epSquare) & pieces(sideToMove, PAWN)))
st->epSquare = SQ_NONE;
}
+ else
+ st->epSquare = SQ_NONE;
// 5-6. Halfmove clock and fullmove number
ss >> std::skipws >> st->rule50 >> gamePly;
set_state(st);
assert(pos_is_ok());
+
+ return *this;
}
std::getline(ss, token); // Half and full moves
f += token;
- set(f, is_chess960(), this_thread());
+ set(f, is_chess960(), st, this_thread());
assert(pos_is_ok());
}