set_bit(&(byTypeBB[promotion]), to);
board[to] = piece_of_color_and_type(us, promotion);
+ // Update material key
+ st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
+ st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
+
// Update piece counts
pieceCount[us][PAWN]--;
pieceCount[us][promotion]++;
key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
st->pawnKey ^= zobrist[us][PAWN][to];
- // Update material key
- st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
- st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
-
// Partially revert and update incremental scores
st->mgValue -= pst<MidGame>(us, PAWN, to);
st->mgValue += pst<MidGame>(us, promotion, to);
st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+
+ assert(is_ok());
}
void Position::do_castle_move(Move m) {
- assert(is_ok());
assert(move_is_ok(m));
assert(move_is_castle(m));
st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+
+ assert(is_ok());
}
// Finally point our state pointer back to the previous state
st = st->previous;
+
+ assert(is_ok());
}
// Finally point our state pointer back to the previous state
st = st->previous;
+
+ assert(is_ok());
}
memset(st, 0, sizeof(StateInfo));
st->epSquare = SQ_NONE;
- memset(index, 0, sizeof(int) * 64);
- memset(byColorBB, 0, sizeof(Bitboard) * 2);
+ memset(byColorBB, 0, sizeof(Bitboard) * 2);
+ memset(byTypeBB, 0, sizeof(Bitboard) * 8);
+ memset(pieceCount, 0, sizeof(int) * 2 * 8);
+ memset(index, 0, sizeof(int) * 64);
for (int i = 0; i < 64; i++)
board[i] = EMPTY;
for (int i = 0; i < 7; i++)
- {
- byTypeBB[i] = EmptyBoardBB;
- pieceCount[0][i] = pieceCount[1][i] = 0;
for (int j = 0; j < 8; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
- }
sideToMove = WHITE;
gamePly = 0;
MoveStack moves[256];
- return is_check() && !generate_evasions(*this, moves, pinned_pieces(sideToMove));
+ return is_check() && (generate_evasions(*this, moves, pinned_pieces(sideToMove)) == moves);
}
do_null_move(st1);
MoveStack mlist[120];
- int count;
bool result = false;
Bitboard dc = discovered_check_candidates(sideToMove);
Bitboard pinned = pinned_pieces(sideToMove);
// Generate pseudo-legal non-capture and capture check moves
- count = generate_non_capture_checks(*this, mlist, dc);
- count += generate_captures(*this, mlist + count);
+ MoveStack* last = generate_non_capture_checks(*this, mlist, dc);
+ last = generate_captures(*this, last);
// Loop through the moves, and see if one of them is mate
- for (int i = 0; i < count; i++)
+ for (MoveStack* cur = mlist; cur != last; cur++)
{
- Move move = mlist[i].move;
-
+ Move move = cur->move;
if (!pl_move_is_legal(move, pinned))
continue;