#include "move.h"
#include "types.h"
-/// Maximum number of plies per game (220 should be enough, because the
-/// maximum search depth is 100, and during position setup we reset the
-/// move counter for every non-reversible move).
-const int MaxGameLength = 220;
-
/// The checkInfo struct is initialized at c'tor time and keeps info used
/// to detect if a move gives check.
struct StateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
Value npMaterial[2];
+ int castleRights, rule50, pliesFromNull;
+ Score value;
+ Square epSquare;
- PieceType capturedType;
Key key;
Bitboard checkersBB;
+ PieceType capturedType;
StateInfo* previous;
};
class Position {
- Position(); // No default or copy c'tor allowed
- Position(const Position& pos);
+ // No defaul, copy c'tor or assignment allowed, default c'tor will not be
+ // generated anyhow because of user-defined c'tors.
+ Position(const Position&);
+ Position& operator=(const Position&);
public:
Position(const Position& pos, int threadID);
Square castle_rook_square(CastleRight f) const;
// Bitboards for pinned pieces and discovered check candidates
- Bitboard discovered_check_candidates(Color c) const;
- Bitboard pinned_pieces(Color c) const;
+ Bitboard discovered_check_candidates() const;
+ Bitboard pinned_pieces() const;
// Checking pieces and under check information
Bitboard checkers() const;
bool pawn_is_passed(Color c, Square s) const;
// Doing and undoing moves
- void do_setup_move(Move m);
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
bool is_mate() const;
template<bool SkipRepetition> bool is_draw() const;
- // Number of plies from starting position
- int full_moves() const;
+ // Plies from start position to the beginning of search
+ int startpos_ply_counter() const;
// Other properties of the position
bool opposite_colored_bishops() const;
// Initialization helper functions (used while setting up a position)
void clear();
- void detach();
void put_piece(Piece p, Square s);
void set_castle(int f, Square ksq, Square rsq);
void set_castling_rights(char token);
- bool move_is_pl_slow(const Move m) const;
+ bool move_is_legal(const Move m) const;
// Helper functions for doing and undoing moves
void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
void undo_castle_move(Move m);
template<bool FindPinned>
- Bitboard hidden_checkers(Color c) const;
+ Bitboard hidden_checkers() const;
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
int index[64]; // [square]
// Other info
- Color sideToMove;
- Key history[MaxGameLength];
int castleRightsMask[64]; // [square]
Square castleRookSquare[16]; // [castleRight]
StateInfo startState;
- bool chess960;
- int fullMoves;
- int threadID;
int64_t nodes;
+ int startPosPly;
+ Color sideToMove;
+ int threadID;
StateInfo* st;
+ int chess960;
// Static variables
static Score pieceSquareTable[16][64]; // [piece][square]
&& pawn_is_passed(c, move_to(m));
}
-inline int Position::full_moves() const {
- return fullMoves;
+inline int Position::startpos_ply_counter() const {
+ return startPosPly + st->pliesFromNull; // HACK
}
inline bool Position::opposite_colored_bishops() const {
inline bool Position::move_is_capture_or_promotion(Move m) const {
- assert(m != MOVE_NONE && m != MOVE_NULL);
+ assert(move_is_ok(m));
return move_is_special(m) ? !move_is_castle(m) : !square_is_empty(move_to(m));
}
inline bool Position::move_is_capture(Move m) const {
- assert(m != MOVE_NONE && m != MOVE_NULL);
-
// Note that castle is coded as "king captures the rook"
+ assert(move_is_ok(m));
return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
}