if ( i < fen.length() - 2
&& (fen[i] >= 'a' && fen[i] <= 'h')
&& (fen[i+1] == '3' || fen[i+1] == '6'))
- epSquare = square_from_string(fen.substr(i, 2));
+ st.epSquare = square_from_string(fen.substr(i, 2));
// Various initialisation
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
find_checkers();
- key = compute_key();
- pawnKey = compute_pawn_key();
- materialKey = compute_material_key();
- mgValue = compute_value<MidGame>();
- egValue = compute_value<EndGame>();
+ st.key = compute_key();
+ st.pawnKey = compute_pawn_key();
+ st.materialKey = compute_material_key();
+ st.mgValue = compute_value<MidGame>();
+ st.egValue = compute_value<EndGame>();
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
fen += (rank > RANK_1 ? '/' : ' ');
}
fen += (sideToMove == WHITE ? "w " : "b ");
- if (castleRights != NO_CASTLES)
+ if (st.castleRights != NO_CASTLES)
{
if (can_castle_kingside(WHITE)) fen += 'K';
if (can_castle_queenside(WHITE)) fen += 'Q';
}
std::cout << "+---+---+---+---+---+---+---+---+" << std::endl
<< "Fen is: " << to_fen() << std::endl
- << "Key is: " << key << std::endl;
+ << "Key is: " << st.key << std::endl;
RequestPending = false;
}
/// king) pieces for the given color.
Bitboard Position::pinned_pieces(Color c) const {
- if (pinned[c] != ~EmptyBoardBB)
- return pinned[c];
+ if (st.pinned[c] != ~EmptyBoardBB)
+ return st.pinned[c];
Bitboard p1, p2;
Square ksq = king_square(c);
- pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
- pinners[c] = p1 | p2;
- return pinned[c];
+ st.pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
+ st.pinners[c] = p1 | p2;
+ return st.pinned[c];
}
Bitboard Position::pinned_pieces(Color c, Bitboard& p) const {
- if (pinned[c] == ~EmptyBoardBB)
+ if (st.pinned[c] == ~EmptyBoardBB)
pinned_pieces(c);
- p = pinners[c];
- return pinned[c];
+ p = st.pinners[c];
+ return st.pinned[c];
}
Bitboard Position::discovered_check_candidates(Color c) const {
- if (dcCandidates[c] != ~EmptyBoardBB)
- return dcCandidates[c];
+ if (st.dcCandidates[c] != ~EmptyBoardBB)
+ return st.dcCandidates[c];
Bitboard dummy;
Square ksq = king_square(opposite_color(c));
- dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
- return dcCandidates[c];
+ st.dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
+ return st.dcCandidates[c];
}
/// Position:hidden_checks<>() returns a bitboard of all pinned (against the
else
sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq];
- if (sliders && (!FindPinned || (sliders & ~checkersBB)))
+ if (sliders && (!FindPinned || (sliders & ~st.checkersBB)))
{
// King blockers are candidate pinned pieces
Bitboard candidate_pinned = piece_attacks<Piece>(ksq) & pieces_of_color(c);
// Pinners are sliders, not checkers, that give check when
// candidate pinned are removed.
- pinners = (FindPinned ? sliders & ~checkersBB : sliders);
+ pinners = (FindPinned ? sliders & ~st.checkersBB : sliders);
if (Piece == ROOK)
pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
void Position::find_checkers() {
Color us = side_to_move();
- checkersBB = attacks_to(king_square(us), opposite_color(us));
+ st.checkersBB = attacks_to(king_square(us), opposite_color(us));
}
// captured piece, which is taken care of later.
u = undoInfoUnion;
u.capture = NO_PIECE_TYPE;
- previous = &u;
+ st.previous = &u;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
+ history[gamePly] = st.key;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
- rule50++;
+ st.rule50++;
// Reset pinned bitboard and its friends
for (Color c = WHITE; c <= BLACK; c++)
- pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
+ st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
if (move_is_castle(m))
do_castle_move(m);
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
PieceType piece = type_of_piece_on(from);
- PieceType capture = type_of_piece_on(to);
- if (capture)
+ st.capture = type_of_piece_on(to);
+
+ if (st.capture)
{
- u.capture = capture;
- do_capture_move(m, capture, them, to);
+ u.capture = st.capture;
+ do_capture_move(m, st.capture, them, to);
}
// Move the piece
board[from] = EMPTY;
// Update hash key
- key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
+ st.key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
// Update incremental scores
- mgValue -= pst<MidGame>(us, piece, from);
- mgValue += pst<MidGame>(us, piece, to);
- egValue -= pst<EndGame>(us, piece, from);
- egValue += pst<EndGame>(us, piece, to);
+ st.mgValue -= pst<MidGame>(us, piece, from);
+ st.mgValue += pst<MidGame>(us, piece, to);
+ st.egValue -= pst<EndGame>(us, piece, from);
+ st.egValue += pst<EndGame>(us, piece, to);
// If the moving piece was a king, update the king square
if (piece == KING)
kingSquare[us] = to;
// Reset en passant square
- if (epSquare != SQ_NONE)
+ if (st.epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st.key ^= zobEp[st.epSquare];
+ st.epSquare = SQ_NONE;
}
// If the moving piece was a pawn do some special extra work
if (piece == PAWN)
{
// Reset rule 50 draw counter
- rule50 = 0;
+ st.rule50 = 0;
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
{
- epSquare = Square((int(from) + int(to)) / 2);
- key ^= zobEp[epSquare];
+ st.epSquare = Square((int(from) + int(to)) / 2);
+ st.key ^= zobEp[st.epSquare];
}
}
}
index[to] = index[from];
// Update castle rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[from];
- castleRights &= castleRightsMask[to];
- key ^= zobCastle[castleRights];
+ st.key ^= zobCastle[st.castleRights];
+ st.castleRights &= castleRightsMask[from];
+ st.castleRights &= castleRightsMask[to];
+ st.key ^= zobCastle[st.castleRights];
// Update checkers bitboard, piece must be already moved
- checkersBB = EmptyBoardBB;
+ st.checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
switch (piece)
{
- case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case KING: update_checkers<KING>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case PAWN: update_checkers<PAWN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KNIGHT: update_checkers<KNIGHT>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
+ case BISHOP: update_checkers<BISHOP>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
+ case ROOK: update_checkers<ROOK>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
+ case QUEEN: update_checkers<QUEEN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KING: update_checkers<KING>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
default: assert(false); break;
}
}
// Finish
- key ^= zobSideToMove;
+ st.key ^= zobSideToMove;
sideToMove = opposite_color(sideToMove);
gamePly++;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
clear_bit(&(byTypeBB[capture]), to);
// Update hash key
- key ^= zobrist[them][capture][to];
+ st.key ^= zobrist[them][capture][to];
// If the captured piece was a pawn, update pawn hash key
if (capture == PAWN)
- pawnKey ^= zobrist[them][PAWN][to];
+ st.pawnKey ^= zobrist[them][PAWN][to];
// Update incremental scores
- mgValue -= pst<MidGame>(them, capture, to);
- egValue -= pst<EndGame>(them, capture, to);
+ st.mgValue -= pst<MidGame>(them, capture, to);
+ st.egValue -= pst<EndGame>(them, capture, to);
assert(!move_promotion(m) || capture != PAWN);
npMaterial[them] -= piece_value_midgame(capture);
// Update material hash key
- materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
+ st.materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
// Update piece count
pieceCount[them][capture]--;
index[pieceList[them][capture][index[to]]] = index[to];
// Reset rule 50 counter
- rule50 = 0;
+ st.rule50 = 0;
}
index[rto] = tmp;
// Update incremental scores
- mgValue -= pst<MidGame>(us, KING, kfrom);
- mgValue += pst<MidGame>(us, KING, kto);
- egValue -= pst<EndGame>(us, KING, kfrom);
- egValue += pst<EndGame>(us, KING, kto);
- mgValue -= pst<MidGame>(us, ROOK, rfrom);
- mgValue += pst<MidGame>(us, ROOK, rto);
- egValue -= pst<EndGame>(us, ROOK, rfrom);
- egValue += pst<EndGame>(us, ROOK, rto);
+ st.mgValue -= pst<MidGame>(us, KING, kfrom);
+ st.mgValue += pst<MidGame>(us, KING, kto);
+ st.egValue -= pst<EndGame>(us, KING, kfrom);
+ st.egValue += pst<EndGame>(us, KING, kto);
+ st.mgValue -= pst<MidGame>(us, ROOK, rfrom);
+ st.mgValue += pst<MidGame>(us, ROOK, rto);
+ st.egValue -= pst<EndGame>(us, ROOK, rfrom);
+ st.egValue += pst<EndGame>(us, ROOK, rto);
// Update hash key
- key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
+ st.key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
+ st.key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
// Clear en passant square
- if (epSquare != SQ_NONE)
+ if (st.epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st.key ^= zobEp[st.epSquare];
+ st.epSquare = SQ_NONE;
}
// Update castling rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[kfrom];
- key ^= zobCastle[castleRights];
+ st.key ^= zobCastle[st.castleRights];
+ st.castleRights &= castleRightsMask[kfrom];
+ st.key ^= zobCastle[st.castleRights];
// Reset rule 50 counter
- rule50 = 0;
+ st.rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st.checkersBB = attacks_to(king_square(them), us);
}
Color us, them;
Square from, to;
- PieceType capture, promotion;
+ PieceType promotion;
assert(is_ok());
assert(move_is_ok(m));
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
assert(color_of_piece_on(to) == them || square_is_empty(to));
- capture = type_of_piece_on(to);
+ st.capture = type_of_piece_on(to);
- if (capture)
+ if (st.capture)
{
- previous->capture = capture;
- do_capture_move(m, capture, them, to);
+ st.previous->capture = st.capture;
+ do_capture_move(m, st.capture, them, to);
}
// Remove pawn
board[to] = piece_of_color_and_type(us, promotion);
// Update hash key
- key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
+ st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from];
+ st.pawnKey ^= zobrist[us][PAWN][from];
// Update material key
- materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
- materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
+ st.materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
+ st.materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
// Update piece counts
pieceCount[us][PAWN]--;
index[to] = pieceCount[us][promotion] - 1;
// Update incremental scores
- mgValue -= pst<MidGame>(us, PAWN, from);
- mgValue += pst<MidGame>(us, promotion, to);
- egValue -= pst<EndGame>(us, PAWN, from);
- egValue += pst<EndGame>(us, promotion, to);
+ st.mgValue -= pst<MidGame>(us, PAWN, from);
+ st.mgValue += pst<MidGame>(us, promotion, to);
+ st.egValue -= pst<EndGame>(us, PAWN, from);
+ st.egValue += pst<EndGame>(us, promotion, to);
// Update material
npMaterial[us] += piece_value_midgame(promotion);
// Clear the en passant square
- if (epSquare != SQ_NONE)
+ if (st.epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st.key ^= zobEp[st.epSquare];
+ st.epSquare = SQ_NONE;
}
// Update castle rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[to];
- key ^= zobCastle[castleRights];
+ st.key ^= zobCastle[st.castleRights];
+ st.castleRights &= castleRightsMask[to];
+ st.key ^= zobCastle[st.castleRights];
// Reset rule 50 counter
- rule50 = 0;
+ st.rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st.checkersBB = attacks_to(king_square(them), us);
}
to = move_to(m);
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
- assert(to == epSquare);
+ assert(to == st.epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == EMPTY);
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
board[from] = EMPTY;
// Update material hash key
- materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
+ st.materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
// Update piece count
pieceCount[them][PAWN]--;
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
// Update hash key
- key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- key ^= zobrist[them][PAWN][capsq];
- key ^= zobEp[epSquare];
+ st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st.key ^= zobrist[them][PAWN][capsq];
+ st.key ^= zobEp[st.epSquare];
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- pawnKey ^= zobrist[them][PAWN][capsq];
+ st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st.pawnKey ^= zobrist[them][PAWN][capsq];
// Update incremental scores
- mgValue -= pst<MidGame>(them, PAWN, capsq);
- mgValue -= pst<MidGame>(us, PAWN, from);
- mgValue += pst<MidGame>(us, PAWN, to);
- egValue -= pst<EndGame>(them, PAWN, capsq);
- egValue -= pst<EndGame>(us, PAWN, from);
- egValue += pst<EndGame>(us, PAWN, to);
+ st.mgValue -= pst<MidGame>(them, PAWN, capsq);
+ st.mgValue -= pst<MidGame>(us, PAWN, from);
+ st.mgValue += pst<MidGame>(us, PAWN, to);
+ st.egValue -= pst<EndGame>(them, PAWN, capsq);
+ st.egValue -= pst<EndGame>(us, PAWN, from);
+ st.egValue += pst<EndGame>(us, PAWN, to);
// Reset en passant square
- epSquare = SQ_NONE;
+ st.epSquare = SQ_NONE;
// Reset rule 50 counter
- rule50 = 0;
+ st.rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st.checkersBB = attacks_to(king_square(them), us);
}
// Restore information from our UndoInfo object (except the captured piece,
// which is taken care of later)
- undoInfoUnion = *previous;
+ undoInfoUnion = *(st.previous);
if (move_is_castle(m))
undo_castle_move(m);
pieceList[us][piece][index[to]] = from;
index[from] = index[to];
- if (capture)
+ if (st.capture)
{
assert(capture != KING);
// Replace the captured piece
set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[st.capture]), to);
set_bit(&(byTypeBB[0]), to);
- board[to] = piece_of_color_and_type(them, capture);
+ board[to] = piece_of_color_and_type(them, st.capture);
// Update material
- if (capture != PAWN)
- npMaterial[them] += piece_value_midgame(capture);
+ if (st.capture != PAWN)
+ npMaterial[them] += piece_value_midgame(st.capture);
// Update piece list
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
+ index[to] = pieceCount[them][st.capture];
// Update piece count
- pieceCount[them][capture]++;
+ pieceCount[them][st.capture]++;
} else
board[to] = EMPTY;
}
pieceCount[us][promotion]--;
pieceCount[us][PAWN]++;
- if (capture)
+ if (st.capture)
{
assert(capture != KING);
// Insert captured piece:
set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[st.capture]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(them, capture);
+ board[to] = piece_of_color_and_type(them, st.capture);
// Update material. Because the move is a promotion move, we know
// that the captured piece cannot be a pawn.
assert(capture != PAWN);
- npMaterial[them] += piece_value_midgame(capture);
+ npMaterial[them] += piece_value_midgame(st.capture);
// Update piece list
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
+ index[to] = pieceCount[them][st.capture];
// Update piece count
- pieceCount[them][capture]++;
+ pieceCount[them][st.capture]++;
} else
board[to] = EMPTY;
}
// Back up the information necessary to undo the null move to the supplied
// UndoInfo object. In the case of a null move, the only thing we need to
// remember is the last move made and the en passant square.
- u.lastMove = lastMove;
- u.epSquare = epSquare;
- u.previous = previous;
- previous = &u;
+ u.lastMove = st.lastMove;
+ u.epSquare = st.epSquare;
+ u.previous = st.previous;
+ st.previous = &u;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
+ history[gamePly] = st.key;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
- if (epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (st.epSquare != SQ_NONE)
+ st.key ^= zobEp[st.epSquare];
- epSquare = SQ_NONE;
- rule50++;
+ st.epSquare = SQ_NONE;
+ st.rule50++;
gamePly++;
- key ^= zobSideToMove;
+ st.key ^= zobSideToMove;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
assert(!is_check());
// Restore information from the our UndoInfo object
- lastMove = previous->lastMove;
- epSquare = previous->epSquare;
- previous = previous->previous;
+ st.lastMove = st.previous->lastMove;
+ st.epSquare = st.previous->epSquare;
+ st.previous = st.previous->previous;
- if (epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (st.epSquare != SQ_NONE)
+ st.key ^= zobEp[st.epSquare];
// Update the necessary information
sideToMove = opposite_color(sideToMove);
- rule50--;
+ st.rule50--;
gamePly--;
- key ^= zobSideToMove;
+ st.key ^= zobSideToMove;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
occ = occupied_squares();
// Handle en passant moves
- if (epSquare == to && type_of_piece_on(from) == PAWN)
+ if (st.epSquare == to && type_of_piece_on(from) == PAWN)
{
assert(capture == EMPTY);
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
}
- checkersBB = EmptyBoardBB;
+ st.checkersBB = EmptyBoardBB;
for (Color c = WHITE; c <= BLACK; c++)
- pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
+ st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
- lastMove = MOVE_NONE;
+ st.lastMove = MOVE_NONE;
sideToMove = WHITE;
- castleRights = NO_CASTLES;
+ st.castleRights = NO_CASTLES;
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
- epSquare = SQ_NONE;
- rule50 = 0;
+ st.epSquare = SQ_NONE;
+ st.rule50 = 0;
+ st.previous = NULL;
gamePly = 0;
- previous = NULL;
}
void Position::allow_oo(Color c) {
- castleRights |= (1 + int(c));
+ st.castleRights |= (1 + int(c));
}
void Position::allow_ooo(Color c) {
- castleRights |= (4 + 4*int(c));
+ st.castleRights |= (4 + 4*int(c));
}
if (ep_square() != SQ_NONE)
result ^= zobEp[ep_square()];
- result ^= zobCastle[castleRights];
+ result ^= zobCastle[st.castleRights];
if (side_to_move() == BLACK)
result ^= zobSideToMove;
return true;
// Draw by the 50 moves rule?
- if (rule50 > 100 || (rule50 == 100 && !is_check()))
+ if (st.rule50 > 100 || (st.rule50 == 100 && !is_check()))
return true;
// Draw by repetition?
- for (int i = 2; i < Min(gamePly, rule50); i += 2)
- if (history[gamePly - i] == key)
+ for (int i = 2; i < Min(gamePly, st.rule50); i += 2)
+ if (history[gamePly - i] == st.key)
return true;
return false;
// The following lines are useless and silly, but prevents gcc from
// emitting a stupid warning stating that u1.lastMove and u1.epSquare might
// be used uninitialized.
- u1.lastMove = lastMove;
- u1.epSquare = epSquare;
+ u1.lastMove = st.lastMove;
+ u1.epSquare = st.epSquare;
if (is_check())
return false;
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
// En passant square
- if (pos.epSquare != SQ_NONE)
- epSquare = flip_square(pos.epSquare);
+ if (pos.st.epSquare != SQ_NONE)
+ st.epSquare = flip_square(pos.st.epSquare);
// Checkers
find_checkers();
// Hash keys
- key = compute_key();
- pawnKey = compute_pawn_key();
- materialKey = compute_material_key();
+ st.key = compute_key();
+ st.pawnKey = compute_pawn_key();
+ st.materialKey = compute_material_key();
// Incremental scores
- mgValue = compute_value<MidGame>();
- egValue = compute_value<EndGame>();
+ st.mgValue = compute_value<MidGame>();
+ st.egValue = compute_value<EndGame>();
// Material
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s(checkersBB) > 2)
+ if (debugCheckerCount && count_1s(st.checkersBB) > 2)
return false;
// Bitboards OK?
// Hash key OK?
if (failedStep) (*failedStep)++;
- if (debugKey && key != compute_key())
+ if (debugKey && st.key != compute_key())
return false;
// Pawn hash key OK?
if (failedStep) (*failedStep)++;
- if (debugPawnKey && pawnKey != compute_pawn_key())
+ if (debugPawnKey && st.pawnKey != compute_pawn_key())
return false;
// Material hash key OK?
if (failedStep) (*failedStep)++;
- if (debugMaterialKey && materialKey != compute_material_key())
+ if (debugMaterialKey && st.materialKey != compute_material_key())
return false;
// Incremental eval OK?
if (failedStep) (*failedStep)++;
if (debugIncrementalEval)
{
- if (mgValue != compute_value<MidGame>())
+ if (st.mgValue != compute_value<MidGame>())
return false;
- if (egValue != compute_value<EndGame>())
+ if (st.egValue != compute_value<EndGame>())
return false;
}