X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fposition.cpp;h=fc9ac124da2cd9a0109b68337f490b49b7dd9654;hp=71556a566e49072d37023c5a07b74613e043303f;hb=5bad5fc0a737b214b2a6b3031e4b92200be012eb;hpb=1a20d727019548de69314a90ae59a3b8a76b4ae7 diff --git a/src/position.cpp b/src/position.cpp index 71556a56..fc9ac124 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -36,7 +36,6 @@ #include "position.h" #include "psqtab.h" #include "rkiss.h" -#include "san.h" #include "tt.h" #include "ucioption.h" @@ -182,7 +181,7 @@ void Position::from_fen(const string& fen, bool c960) { A FEN string contains six fields. The separator between fields is a space. The fields are: 1) Piece placement (from white's perspective). Each rank is described, starting with rank 8 and ending - with rank 1; within each rank, the contents of each square are described from file a through file h. + with rank 1; within each rank, the contents of each square are described from file A through file H. Following the Standard Algebraic Notation (SAN), each piece is identified by a single letter taken from the standard English names. White pieces are designated using upper-case letters ("PNBRQK") while Black take lowercase ("pnbrqk"). Blank squares are noted using digits 1 through 8 (the number @@ -205,32 +204,26 @@ void Position::from_fen(const string& fen, bool c960) { */ char token; + int hmc, fmn; std::istringstream ss(fen); - Rank rank = RANK_8; - File file = FILE_A; + Square sq = SQ_A8; clear(); // 1. Piece placement field while (ss.get(token) && token != ' ') { - if (isdigit(token)) + if (pieceLetters.find(token) != pieceLetters.end()) { - file += File(token - '0'); // Skip the given number of files - continue; + put_piece(pieceLetters[token], sq); + sq++; } + else if (isdigit(token)) + sq += Square(token - '0'); // Skip the given number of files else if (token == '/') - { - file = FILE_A; - rank--; - continue; - } - - if (pieceLetters.find(token) == pieceLetters.end()) + sq -= SQ_A3; // Jump back of 2 rows + else goto incorrect_fen; - - put_piece(pieceLetters[token], make_square(file, rank)); - file++; } // 2. Active color @@ -244,33 +237,27 @@ void Position::from_fen(const string& fen, bool c960) { // 3. Castling availability while (ss.get(token) && token != ' ') - { - if (token == '-') - continue; - if (!set_castling_rights(token)) goto incorrect_fen; - } - // 4. En passant square -- ignore if no capture is possible + // 4. En passant square char col, row; if ( (ss.get(col) && (col >= 'a' && col <= 'h')) && (ss.get(row) && (row == '3' || row == '6'))) { - Square fenEpSquare = make_square(file_from_char(col), rank_from_char(row)); - Color them = opposite_color(sideToMove); + st->epSquare = make_square(file_from_char(col), rank_from_char(row)); - if (attacks_from(fenEpSquare, them) & pieces(PAWN, sideToMove)) - st->epSquare = fenEpSquare; + // Ignore if no capture is possible + Color them = opposite_color(sideToMove); + if (!(attacks_from(st->epSquare, them) & pieces(PAWN, sideToMove))) + st->epSquare = SQ_NONE; } // 5. Halfmove clock - int hmc; if (ss >> hmc) st->rule50 = hmc; // 6. Fullmove number - int fmn; if (ss >> fmn) startPosPlyCounter = (fmn - 1) * 2 + int(sideToMove == BLACK); @@ -349,7 +336,8 @@ bool Position::set_castling_rights(char token) { initialKRFile = rookFile; } } - else return false; + else + return token == '-'; return true; } @@ -774,6 +762,29 @@ bool Position::move_is_check(Move m, const CheckInfo& ci) const { } +/// Position::do_setup_move() makes a permanent move on the board. +/// It should be used when setting up a position on board. +/// You can't undo the move. + +void Position::do_setup_move(Move m) { + + StateInfo newSt; + + do_move(m, newSt); + + // Reset "game ply" in case we made a non-reversible move. + // "game ply" is used for repetition detection. + if (st->rule50 == 0) + st->gamePly = 0; + + // Update the number of plies played from the starting position + startPosPlyCounter++; + + // Our StateInfo newSt is about going out of scope so copy + // its content inside pos before it disappears. + detach(); +} + /// Position::do_move() makes a move, and saves all information necessary /// to a StateInfo object. The move is assumed to be legal. /// Pseudo-legal moves should be filtered out before this function is called. @@ -788,6 +799,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI assert(is_ok()); assert(move_is_ok(m)); + assert(&newSt != st); nodes++; Key key = st->key; @@ -803,8 +815,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI Value npMaterial[2]; }; - if (&newSt != st) - memcpy(&newSt, st, sizeof(ReducedStateInfo)); + memcpy(&newSt, st, sizeof(ReducedStateInfo)); newSt.previous = st; st = &newSt; @@ -1541,22 +1552,6 @@ void Position::clear() { } -/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the -/// UCI interface code, whenever a non-reversible move is made in a -/// 'position fen moves m1 m2 ...' command. This makes it possible -/// for the program to handle games of arbitrary length, as long as the GUI -/// handles draws by the 50 move rule correctly. - -void Position::reset_game_ply() { - - 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, pieces list, bitboards, and piece counts. @@ -1691,7 +1686,7 @@ bool Position::is_draw() const { return true; // Draw by the 50 moves rule? - if (st->rule50 > 99 && (st->rule50 > 100 || !is_mate())) + if (st->rule50 > 99 && !is_mate()) return true; // Draw by repetition? @@ -1709,7 +1704,7 @@ bool Position::is_draw() const { bool Position::is_mate() const { MoveStack moves[MOVES_MAX]; - return is_check() && generate_moves(*this, moves) == moves; + return is_check() && generate(*this, moves) == moves; } @@ -1730,8 +1725,8 @@ bool Position::has_mate_threat() { do_null_move(st1); // Then generate pseudo-legal moves that could give check - last = generate_non_capture_checks(*this, mlist); - last = generate_captures(*this, last); + last = generate(*this, mlist); + last = generate(*this, last); // Loop through the moves, and see if one of them gives mate Bitboard pinned = pinned_pieces(sideToMove);