#include "rkiss.h"
#include "thread.h"
#include "tt.h"
-#include "ucioption.h"
using std::string;
using std::cout;
Position::Position(const Position& pos, int th) {
memcpy(this, &pos, sizeof(Position));
- detach(); // Always detach() in copy c'tor to avoid surprises
threadID = th;
nodes = 0;
}
-/// Position::detach() copies the content of the current state and castling
-/// masks inside the position itself. This is needed when the st pointee could
-/// become stale, as example because the caller is about to going out of scope.
-
-void Position::detach() {
-
- startState = *st;
- st = &startState;
- st->previous = NULL; // As a safe guard
-}
-
-
/// Position::from_fen() 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).
/// Position::do_setup_move() makes a permanent move on the board. It should
/// be used when setting up a position on board. You can't undo the move.
-void Position::do_setup_move(Move m) {
+void Position::do_setup_move(Move m, StateInfo& newSt) {
- StateInfo newSt;
+ assert(move_is_ok(m));
// Update the number of full moves after black's move
if (sideToMove == BLACK)
do_move(m, newSt);
- // Reset "game ply" in case we made a non-reversible move.
- // "game ply" is used for repetition detection.
- if (st->rule50 == 0)
- st->gamePly = 0;
-
- // Our StateInfo newSt is about going out of scope so copy
- // its content before it disappears.
- detach();
-
assert(is_ok());
}
newSt.previous = st;
st = &newSt;
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[st->gamePly++] = key;
-
// Update side to move
key ^= zobSideToMove;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
st->rule50++;
+ st->gamePly++;
st->pliesFromNull++;
if (move_is_castle(m))
backupSt.pliesFromNull = st->pliesFromNull;
st->previous = &backupSt;
- // Save the current key to the history[] array, in order to be able to
- // detect repetition draws.
- history[st->gamePly++] = st->key;
-
// Update the necessary information
if (st->epSquare != SQ_NONE)
st->key ^= zobEp[st->epSquare];
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
+ st->gamePly++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
// Draw by repetition?
if (!SkipRepetition)
- for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
- if (history[st->gamePly - i] == st->key)
- return true;
+ {
+ int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull);
+
+ if (i <= e)
+ {
+ StateInfo* stp = st->previous->previous;
+
+ do {
+ stp = stp->previous->previous;
+
+ if (stp->key == st->key)
+ return true;
+
+ i +=2;
+
+ } while (i <= e);
+ }
+ }
return false;
}