////
/// FEN string for the initial position
-const std::string StartPosition = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
+const std::string StartPositionFEN = "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
/// Maximum number of plies per game (220 should be enough, because the
/// maximum search depth is 100, and during position setup we reset the
struct CheckInfo {
- CheckInfo(const Position&);
+ explicit CheckInfo(const Position&);
Bitboard dcCandidates;
Bitboard checkSq[8];
struct StateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, ply, pliesFromNull;
+ int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
// Incremental evaluation
Score value() const;
Value non_pawn_material(Color c) const;
- Score pst_delta(Piece piece, Square from, Square to) const;
+ static Score pst_delta(Piece piece, Square from, Square to);
// Game termination checks
bool is_mate() const;
bool opposite_colored_bishops() const;
bool has_pawn_on_7th(Color c) const;
- // Game ply information
+ // Current thread ID searching on the position
int thread() const;
- int ply() const;
- void reset_ply();
+
+ // Reset the gamePly variable to 0
+ void reset_game_ply();
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
void put_piece(Piece p, Square s);
void allow_oo(Color c);
void allow_ooo(Color c);
+ bool set_castling_rights(char token);
// Helper functions for doing and undoing moves
void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
- Score pst(Color c, PieceType pt, Square s) const;
+ static Score pst(Color c, PieceType pt, Square s);
Score compute_value() const;
Value compute_non_pawn_material(Color c) const;
return st->materialKey;
}
-inline Score Position::pst(Color c, PieceType pt, Square s) const {
+inline Score Position::pst(Color c, PieceType pt, Square s) {
return PieceSquareTable[piece_of_color_and_type(c, pt)][s];
}
-inline Score Position::pst_delta(Piece piece, Square from, Square to) const {
+inline Score Position::pst_delta(Piece piece, Square from, Square to) {
return PieceSquareTable[piece][to] - PieceSquareTable[piece][from];
}
return threadID;
}
-inline int Position::ply() const {
- return st->ply;
-}
-
#endif // !defined(POSITION_H_INCLUDED)