(mlist++)->move = make_move(to - (d), to); }
namespace {
- template<CastlingSide Side, bool Checks, bool Chess960>
+ template<CastlingFlag Cf, bool Checks, bool Chess960>
ExtMove* generate_castling(const Position& pos, ExtMove* mlist, Color us, const CheckInfo* ci) {
- if (pos.castling_impeded(us, Side) || !pos.can_castle(make_castling_flag(us, Side)))
+ static const bool KingSide = (Cf == WHITE_OO || Cf == BLACK_OO);
+
+ if (pos.castling_impeded(Cf) || !pos.can_castle(Cf))
return mlist;
// After castling, the rook and king final positions are the same in Chess960
// as they would be in standard chess.
Square kfrom = pos.king_square(us);
- Square rfrom = pos.castling_rook_square(us, Side);
- Square kto = relative_square(us, Side == KING_SIDE ? SQ_G1 : SQ_C1);
+ Square rfrom = pos.castling_rook_square(Cf);
+ Square kto = relative_square(us, KingSide ? SQ_G1 : SQ_C1);
Bitboard enemies = pos.pieces(~us);
assert(!pos.checkers());
- const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
- : Side == KING_SIDE ? DELTA_W : DELTA_E;
+ const Square K = Chess960 ? kto > kfrom ? DELTA_W : DELTA_E
+ : KingSide ? DELTA_W : DELTA_E;
for (Square s = kto; s != kfrom; s += K)
if (pos.attackers_to(s) & enemies)
{
if (pos.is_chess960())
{
- mlist = generate_castling< KING_SIDE, Checks, true>(pos, mlist, Us, ci);
- mlist = generate_castling<QUEEN_SIDE, Checks, true>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, KING_SIDE>::flag, Checks, true>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, QUEEN_SIDE>::flag, Checks, true>(pos, mlist, Us, ci);
}
else
{
- mlist = generate_castling< KING_SIDE, Checks, false>(pos, mlist, Us, ci);
- mlist = generate_castling<QUEEN_SIDE, Checks, false>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, KING_SIDE>::flag, Checks, false>(pos, mlist, Us, ci);
+ mlist = generate_castling<MakeCastling<Us, QUEEN_SIDE>::flag, Checks, false>(pos, mlist, Us, ci);
}
}
Value bonus = shelter_storm<Us>(pos, ksq);
// If we can castle use the bonus after the castling if it is bigger
- if (pos.can_castle(make_castling_flag(Us, KING_SIDE)))
+ if (pos.can_castle(MakeCastling<Us, KING_SIDE>::flag))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_G1)));
- if (pos.can_castle(make_castling_flag(Us, QUEEN_SIDE)))
+ if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::flag))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
return kingSafety[Us] = make_score(bonus, -16 * minKPdistance[Us]);
Square kfrom = king_square(c);
CastlingSide cs = kfrom < rfrom ? KING_SIDE : QUEEN_SIDE;
- CastlingFlag cf = make_castling_flag(c, cs);
+ CastlingFlag cf = (c | cs);
st->castlingFlags |= cf;
castlingFlagsMask[kfrom] |= cf;
castlingFlagsMask[rfrom] |= cf;
- castlingRookSquare[c][cs] = rfrom;
+ castlingRookSquare[cf] = rfrom;
Square kto = relative_square(c, cs == KING_SIDE ? SQ_G1 : SQ_C1);
Square rto = relative_square(c, cs == KING_SIDE ? SQ_F1 : SQ_D1);
for (Square s = std::min(rfrom, rto); s <= std::max(rfrom, rto); ++s)
if (s != kfrom && s != rfrom)
- castlingPath[c][cs] |= s;
+ castlingPath[cf] |= s;
for (Square s = std::min(kfrom, kto); s <= std::max(kfrom, kto); ++s)
if (s != kfrom && s != rfrom)
- castlingPath[c][cs] |= s;
+ castlingPath[cf] |= s;
}
ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE, KING_SIDE)), false) : 'K');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE | KING_SIDE)), false) : 'K');
if (can_castle(WHITE_OOO))
- ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE, QUEEN_SIDE)), false) : 'Q');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(WHITE | QUEEN_SIDE)), false) : 'Q');
if (can_castle(BLACK_OO))
- ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK, KING_SIDE)), true) : 'k');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK | KING_SIDE)), true) : 'k');
if (can_castle(BLACK_OOO))
- ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK, QUEEN_SIDE)), true) : 'q');
+ ss << (chess960 ? to_char(file_of(castling_rook_square(BLACK | QUEEN_SIDE)), true) : 'q');
if (!can_castle(WHITE) && !can_castle(BLACK))
ss << '-';
for (Color c = WHITE; c <= BLACK; ++c)
for (CastlingSide s = KING_SIDE; s <= QUEEN_SIDE; s = CastlingSide(s + 1))
{
- CastlingFlag cf = make_castling_flag(c, s);
-
- if (!can_castle(cf))
+ if (!can_castle(c | s))
continue;
- if ( (castlingFlagsMask[king_square(c)] & cf) != cf
- || piece_on(castlingRookSquare[c][s]) != make_piece(c, ROOK)
- || castlingFlagsMask[castlingRookSquare[c][s]] != cf)
+ if ( (castlingFlagsMask[king_square(c)] & (c | s)) != (c | s)
+ || piece_on(castlingRookSquare[c | s]) != make_piece(c, ROOK)
+ || castlingFlagsMask[castlingRookSquare[c | s]] != (c | s))
return false;
}
template<PieceType Pt> const Square* list(Color c) const;
// Castling
- int can_castle(CastlingFlag f) const;
int can_castle(Color c) const;
- bool castling_impeded(Color c, CastlingSide s) const;
- Square castling_rook_square(Color c, CastlingSide s) const;
+ int can_castle(CastlingFlag f) const;
+ bool castling_impeded(CastlingFlag f) const;
+ Square castling_rook_square(CastlingFlag f) const;
// Checking
Bitboard checkers() const;
// Other info
int castlingFlagsMask[SQUARE_NB];
- Square castlingRookSquare[COLOR_NB][CASTLING_SIDE_NB];
- Bitboard castlingPath[COLOR_NB][CASTLING_SIDE_NB];
+ Square castlingRookSquare[CASTLING_FLAG_NB];
+ Bitboard castlingPath[CASTLING_FLAG_NB];
StateInfo startState;
uint64_t nodes;
int gamePly;
return st->castlingFlags & ((WHITE_OO | WHITE_OOO) << (2 * c));
}
-inline bool Position::castling_impeded(Color c, CastlingSide s) const {
- return byTypeBB[ALL_PIECES] & castlingPath[c][s];
+inline bool Position::castling_impeded(CastlingFlag f) const {
+ return byTypeBB[ALL_PIECES] & castlingPath[f];
}
-inline Square Position::castling_rook_square(Color c, CastlingSide s) const {
- return castlingRookSquare[c][s];
+inline Square Position::castling_rook_square(CastlingFlag f) const {
+ return castlingRookSquare[f];
}
template<PieceType Pt>
CASTLING = 3 << 14
};
+enum Color {
+ WHITE, BLACK, NO_COLOR, COLOR_NB = 2
+};
+
+enum CastlingSide {
+ KING_SIDE, QUEEN_SIDE, CASTLING_SIDE_NB = 2
+};
+
enum CastlingFlag { // Defined as in PolyGlot book hash key
NO_CASTLING,
WHITE_OO,
CASTLING_FLAG_NB = 16
};
-enum CastlingSide {
- KING_SIDE,
- QUEEN_SIDE,
- CASTLING_SIDE_NB = 2
+template<Color C, CastlingSide S> struct MakeCastling {
+ static const CastlingFlag
+ flag = C == WHITE ? S == QUEEN_SIDE ? WHITE_OOO : WHITE_OO
+ : S == QUEEN_SIDE ? BLACK_OOO : BLACK_OO;
};
enum Phase {
PIECE_NB = 16
};
-enum Color {
- WHITE, BLACK, NO_COLOR, COLOR_NB = 2
-};
-
enum Depth {
ONE_PLY = 2,
return Square((r << 3) | f);
}
+inline CastlingFlag operator|(Color c, CastlingSide s) {
+ return CastlingFlag(WHITE_OO << ((s == QUEEN_SIDE) + 2 * c));
+}
+
inline Value mate_in(int ply) {
return VALUE_MATE - ply;
}
return Piece((c << 3) | pt);
}
-inline CastlingFlag make_castling_flag(Color c, CastlingSide s) {
- return CastlingFlag(WHITE_OO << ((s == QUEEN_SIDE) + 2 * c));
-}
-
inline PieceType type_of(Piece p) {
return PieceType(p & 7);
}