operator[]('B') = WB; operator[]('b') = BB;
operator[]('N') = WN; operator[]('n') = BN;
operator[]('P') = WP; operator[]('p') = BP;
- operator[](' ') = EMPTY; operator[]('.') = EMPTY_BLACK_SQ;
+ operator[](' ') = NO_PIECE; operator[]('.') = NO_PIECE_DARK_SQ;
}
char from_piece(Piece p) const {
char c = (color_of_piece_on(sq) == BLACK ? '=' : ' ');
Piece piece = piece_on(sq);
- if (piece == EMPTY && square_color(sq) == BLACK)
- piece = EMPTY_BLACK_SQ;
+ if (piece == NO_PIECE && square_color(sq) == DARK)
+ piece = NO_PIECE_DARK_SQ;
cout << c << pieceLetters.from_piece(piece) << c << '|';
}
assert(to == ep_square());
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- assert(piece_on(to) == EMPTY);
+ assert(piece_on(to) == NO_PIECE);
clear_bit(&b, from);
clear_bit(&b, capsq);
do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
board[to] = board[from];
- board[from] = EMPTY;
+ board[from] = NO_PIECE;
// Update piece lists, note that index[from] is not updated and
// becomes stale. This works as long as index[] is accessed just
assert(to == st->epSquare);
assert(relative_rank(opposite_color(them), to) == RANK_6);
- assert(piece_on(to) == EMPTY);
+ assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == piece_of_color_and_type(them, PAWN));
- board[capsq] = EMPTY;
+ board[capsq] = NO_PIECE;
}
st->pawnKey ^= zobrist[them][PAWN][capsq];
}
// Update board array
Piece king = piece_of_color_and_type(us, KING);
Piece rook = piece_of_color_and_type(us, ROOK);
- board[kfrom] = board[rfrom] = EMPTY;
+ board[kfrom] = board[rfrom] = NO_PIECE;
board[kto] = king;
board[rto] = rook;
do_move_bb(&(byTypeBB[0]), move_bb); // HACK: byTypeBB[0] == occupied squares
board[from] = piece_of_color_and_type(us, pt);
- board[to] = EMPTY;
+ board[to] = NO_PIECE;
// Update piece list
index[from] = index[to];
set_bit(&(byTypeBB[0]), rfrom); // HACK: byTypeBB[0] == occupied squares
// Update board
- board[rto] = board[kto] = EMPTY;
+ board[rto] = board[kto] = NO_PIECE;
board[rfrom] = piece_of_color_and_type(us, ROOK);
board[kfrom] = piece_of_color_and_type(us, KING);
// Handle en passant moves
if (st->epSquare == to && type_of_piece_on(from) == PAWN)
{
- assert(capture == EMPTY);
+ assert(capture == NO_PIECE);
Square capQq = (side_to_move() == WHITE)? (to - DELTA_N) : (to - DELTA_S);
capture = piece_on(capQq);
st = &startState;
memset(st, 0, sizeof(StateInfo));
st->epSquare = SQ_NONE;
+ startPosPlyCounter = 0;
memset(byColorBB, 0, sizeof(Bitboard) * 2);
memset(byTypeBB, 0, sizeof(Bitboard) * 8);
memset(index, 0, sizeof(int) * 64);
for (int i = 0; i < 64; i++)
- board[i] = EMPTY;
+ board[i] = NO_PIECE;
for (int i = 0; i < 8; i++)
for (int j = 0; j < 16; j++)
st->gamePly = 0;
}
+void Position::inc_startpos_ply_counter() {
+
+ startPosPlyCounter++;
+}
/// Position::put_piece() puts a piece on the given square of the board,
/// updating the board array, bitboards, and piece counts.