/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
//// Variables
////
-int Position::castleRightsMask[64];
-
Key Position::zobrist[2][8][64];
Key Position::zobEp[64];
Key Position::zobCastle[16];
-Key Position::zobMaterial[2][8][16];
Key Position::zobSideToMove;
Key Position::zobExclusion;
Position::Position(const Position& pos) {
- fast_copy(pos);
+ memcpy(this, &pos, sizeof(Position));
detach(); // Always detach() in copy c'tor to avoid surprises
}
}
-/// Position::fast_copy() creates a partial copy of the given position,
-/// only data that changes with a do_move() / undo_move() cycle is copied,
-/// in particular for stateInfo are copied only the pointers, so that the
-/// actual data remains stored in the parent Position. This is not a problem
-/// if the parent Position is known not to be destroyed while we are still alive,
-/// as is the common case, see detach() otherwise.
-
-void Position::fast_copy(const Position& pos) {
-
- memcpy(this, &pos, sizeof(Position));
-}
-
-
/// 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.
assert(is_ok());
assert(move_is_ok(m));
- Bitboard key = st->key;
+ Key key = st->key;
// Copy some fields of old state to our new StateInfo object except the
// ones which are recalculated from scratch anyway, then switch our state
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]--;
+ // Update piece counts
pieceCount[us][promotion]++;
+ pieceCount[us][PAWN]--;
+
+ // Update material key
+ st->materialKey ^= zobrist[us][PAWN][pieceCount[us][PAWN]];
+ st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]-1];
// Update piece lists, move the last pawn at index[to] position
// and shrink the list. Add a new promotion piece to the list.
/// Position::do_capture_move() is a private method used to update captured
/// piece info. It is called from the main Position::do_move function.
-void Position::do_capture_move(Bitboard& key, PieceType capture, Color them, Square to, bool ep) {
+void Position::do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep) {
assert(capture != KING);
else
st->npMaterial[them] -= piece_value_midgame(capture);
- // Update material hash key
- st->materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
-
// Update piece count
pieceCount[them][capture]--;
+ // Update material hash key
+ st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
+
// Update piece list, move the last piece at index[capsq] position
//
// WARNING: This is a not perfectly revresible operation. When we
for (PieceType pt = PAWN; pt <= QUEEN; pt++)
{
int count = piece_count(c, pt);
- for (int i = 0; i <= count; i++)
- result ^= zobMaterial[c][pt][i];
+ for (int i = 0; i < count; i++)
+ result ^= zobrist[c][pt][i];
}
return result;
}
zobCastle[i] = genrand_int64();
zobSideToMove = genrand_int64();
-
- for (int i = 0; i < 2; i++)
- for (int j = 0; j < 8; j++)
- for (int k = 0; k < 16; k++)
- zobMaterial[i][j][k] = (k > 0)? Key(genrand_int64()) : Key(0LL);
-
- for (int i = 0; i < 16; i++)
- zobMaterial[0][KING][i] = zobMaterial[1][KING][i] = Key(0ULL);
-
zobExclusion = genrand_int64();
}