Also remove any bit of 'pinned' and co. from MovePicker class.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
else
phaseIndex = (noCaptures ? NoMovesPhaseIndex : QsearchWithoutChecksPhaseIndex);
- dc = p.discovered_check_candidates(us);
- pinned = p.pinned_pieces(p.side_to_move());
-
finished = false;
}
int number_of_moves() const;
int current_move_score() const;
MovegenPhase current_move_type() const;
- Bitboard discovered_check_candidates() const;
static void init_phase_table();
const Position& pos;
Move ttMove, mateKiller, killer1, killer2;
- Bitboard pinned, dc;
MoveStack moves[256], badCaptures[64];
bool pvNode;
Depth depth;
return numOfMoves;
}
-/// MovePicker::discovered_check_candidates() returns a bitboard containing
-/// all pieces which can possibly give discovered check. This bitboard is
-/// computed by the constructor function.
-
-inline Bitboard MovePicker::discovered_check_candidates() const {
- return dc;
-}
-
#endif // !defined(MOVEPICK_H_INCLUDED)
/// Position::do_move() makes a move, and backs up all information necessary
/// to undo the move to an UndoInfo object. The move is assumed to be legal.
/// Pseudo-legal moves should be filtered out before this function is called.
-/// There are two versions of this function, one which takes only the move and
-/// the UndoInfo as input, and one which takes a third parameter, a bitboard of
-/// discovered check candidates. The second version is faster, because knowing
-/// the discovered check candidates makes it easier to update the checkersBB
-/// member variable in the position object.
void Position::do_move(Move m, UndoInfo& u) {
- do_move(m, u, discovered_check_candidates(side_to_move()));
-}
-
-void Position::do_move(Move m, UndoInfo& u, Bitboard dc) {
-
assert(is_ok());
assert(move_is_ok(m));
+ // Get now the current (pre-move) dc candidates that we will use
+ // in update_checkers().
+ Bitboard oldDcCandidates = discovered_check_candidates(side_to_move());
+
// Back up the necessary information to our UndoInfo object (except the
// captured piece, which is taken care of later.
backup(u);
Square ksq = king_square(them);
switch (piece)
{
- case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, dc); break;
- case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, dc); break;
- case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, dc); break;
- case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, dc); break;
- case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, dc); break;
- case KING: update_checkers<KING>(&checkersBB, ksq, from, to, dc); break;
+ 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;
default: assert(false); break;
}
}
void backup(UndoInfo &u) const;
void restore(const UndoInfo &u);
void do_move(Move m, UndoInfo &u);
- void do_move(Move m, UndoInfo &u, Bitboard dcCandidates);
void undo_move(Move m, const UndoInfo &u);
void do_null_move(UndoInfo &u);
void undo_null_move(const UndoInfo &u);
newDepth = (Iteration - 2) * OnePly + ext + InitialDepth;
// Make the move, and search it
- pos.do_move(move, u, dcCandidates);
+ pos.do_move(move, u);
if (i < MultiPV)
{
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
- Bitboard dcCandidates = mp.discovered_check_candidates();
+ Color us = pos.side_to_move();
+ Bitboard dcCandidates = pos.discovered_check_candidates(us);
bool isCheck = pos.is_check();
- bool mateThreat = pos.has_mate_threat(opposite_color(pos.side_to_move()));
+ bool mateThreat = pos.has_mate_threat(opposite_color(us));
// Loop through all legal moves until no moves remain or a beta cutoff
// occurs.
// Make and search the move
UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ pos.do_move(move, u);
if (moveCount == 1) // The first move in list is the PV
value = -search_pv(pos, ss, -beta, -alpha, newDepth, ply+1, threadID);
Move move, movesSearched[256];
int moveCount = 0;
Value value, bestValue = -VALUE_INFINITE;
- Bitboard dcCandidates = mp.discovered_check_candidates();
+ Bitboard dcCandidates = pos.discovered_check_candidates(pos.side_to_move());
Value futilityValue = VALUE_NONE;
bool useFutilityPruning = UseFutilityPruning
&& depth < SelectiveDepth
// Make and search the move
UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ pos.do_move(move, u);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
MovePicker mp = MovePicker(pos, pvNode, MOVE_NONE, EmptySearchStack, depth, isCheck ? NULL : &ei);
Move move;
int moveCount = 0;
- Bitboard dcCandidates = mp.discovered_check_candidates();
- bool enoughMaterial = pos.non_pawn_material(pos.side_to_move()) > RookValueMidgame;
+ Color us = pos.side_to_move();
+ Bitboard dcCandidates = pos.discovered_check_candidates(us);
+ bool enoughMaterial = pos.non_pawn_material(us) > RookValueMidgame;
// Loop through the moves until no moves remain or a beta cutoff
// occurs.
// Make and search the move.
UndoInfo u;
- pos.do_move(move, u, dcCandidates);
+ pos.do_move(move, u);
Value value = -qsearch(pos, ss, -beta, -alpha, depth-OnePly, ply+1, threadID);
pos.undo_move(move, u);
// Make and search the move.
UndoInfo u;
- pos.do_move(move, u, sp->dcCandidates);
+ pos.do_move(move, u);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.
// Make and search the move.
UndoInfo u;
- pos.do_move(move, u, sp->dcCandidates);
+ pos.do_move(move, u);
// Try to reduce non-pv search depth by one ply if move seems not problematic,
// if the move fails high will be re-searched at full depth.