/// Position::copy() creates a copy of the input position.
-void Position::copy(const Position &pos) {
+void Position::copy(const Position& pos) {
memcpy(this, &pos, sizeof(Position));
+ saveState(); // detach and copy state info
}
}
-/// Position::setStartState() copies the content of the argument
+/// Position::saveState() copies the content of the current state
/// inside startState and makes st point to it. This is needed
/// when the st pointee could become stale, as example because
/// the caller is about to going out of scope.
-void Position::setStartState(const StateInfo& s) {
+void Position::saveState() {
- startState = s;
+ startState = *st;
st = &startState;
+ st->previous = NULL; // as a safe guard
}
/// the white and black sides reversed. This is only useful for debugging,
/// especially for finding evaluation symmetry bugs.
-void Position::flipped_copy(const Position &pos) {
+void Position::flipped_copy(const Position& pos) {
assert(pos.is_ok());
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s<false>(st->checkersBB) > 2)
+ if (debugCheckerCount && count_1s(st->checkersBB) > 2)
return false;
// Bitboards OK?
if (debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != count_1s<false>(pieces_of_color_and_type(c, pt)))
+ if (pieceCount[c][pt] != count_1s(pieces_of_color_and_type(c, pt)))
return false;
if (failedStep) (*failedStep)++;