2 Stockfish, a UCI chess playing engine derived from Glaurung 2.1
3 Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
4 Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
6 Stockfish is free software: you can redistribute it and/or modify
7 it under the terms of the GNU General Public License as published by
8 the Free Software Foundation, either version 3 of the License, or
9 (at your option) any later version.
11 Stockfish is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 GNU General Public License for more details.
16 You should have received a copy of the GNU General Public License
17 along with this program. If not, see <http://www.gnu.org/licenses/>.
20 #if !defined(TYPES_H_INCLUDED)
21 #define TYPES_H_INCLUDED
23 /// For Linux and OSX configuration is done automatically using Makefile. To get
24 /// started type 'make help'.
26 /// For Windows, part of the configuration is detected automatically, but some
27 /// switches need to be set manually:
29 /// -DNDEBUG | Disable debugging mode. Use always.
31 /// -DNO_PREFETCH | Disable use of prefetch asm-instruction. A must if you want
32 /// | the executable to run on some very old machines.
34 /// -DUSE_POPCNT | Add runtime support for use of popcnt asm-instruction. Works
35 /// | only in 64-bit mode. For compiling requires hardware with
44 # include <intrin.h> // MSVC popcnt and bsfq instrinsics
49 #if defined(USE_POPCNT) && defined(_MSC_VER) && defined(__INTEL_COMPILER)
50 # include <nmmintrin.h> // Intel header for _mm_popcnt_u64() intrinsic
53 #if defined(_MSC_VER) || defined(__INTEL_COMPILER)
54 # define CACHE_LINE_ALIGNMENT __declspec(align(64))
56 # define CACHE_LINE_ALIGNMENT __attribute__ ((aligned(64)))
60 # define FORCE_INLINE __forceinline
61 #elif defined(__GNUC__)
62 # define FORCE_INLINE inline __attribute__((always_inline))
64 # define FORCE_INLINE inline
67 #if defined(USE_POPCNT)
68 const bool HasPopCnt = true;
70 const bool HasPopCnt = false;
74 const bool Is64Bit = true;
76 const bool Is64Bit = false;
80 typedef uint64_t Bitboard;
82 const int MAX_MOVES = 256;
83 const int MAX_PLY = 256;
84 const int MAX_PLY_PLUS_2 = MAX_PLY + 2;
86 const Bitboard FileABB = 0x0101010101010101ULL;
87 const Bitboard FileBBB = FileABB << 1;
88 const Bitboard FileCBB = FileABB << 2;
89 const Bitboard FileDBB = FileABB << 3;
90 const Bitboard FileEBB = FileABB << 4;
91 const Bitboard FileFBB = FileABB << 5;
92 const Bitboard FileGBB = FileABB << 6;
93 const Bitboard FileHBB = FileABB << 7;
95 const Bitboard Rank1BB = 0xFF;
96 const Bitboard Rank2BB = Rank1BB << (8 * 1);
97 const Bitboard Rank3BB = Rank1BB << (8 * 2);
98 const Bitboard Rank4BB = Rank1BB << (8 * 3);
99 const Bitboard Rank5BB = Rank1BB << (8 * 4);
100 const Bitboard Rank6BB = Rank1BB << (8 * 5);
101 const Bitboard Rank7BB = Rank1BB << (8 * 6);
102 const Bitboard Rank8BB = Rank1BB << (8 * 7);
105 /// A move needs 16 bits to be stored
107 /// bit 0- 5: destination square (from 0 to 63)
108 /// bit 6-11: origin square (from 0 to 63)
109 /// bit 12-13: promotion piece type - 2 (from KNIGHT-2 to QUEEN-2)
110 /// bit 14-15: special move flag: promotion (1), en passant (2), castle (3)
112 /// Special cases are MOVE_NONE and MOVE_NULL. We can sneak these in because in
113 /// any normal move destination square is always different from origin square
114 /// while MOVE_NONE and MOVE_NULL have the same origin and destination square.
126 inline bool operator<(const MoveStack& f, const MoveStack& s) {
127 return f.score < s.score;
140 SCALE_FACTOR_DRAW = 0,
141 SCALE_FACTOR_NORMAL = 64,
142 SCALE_FACTOR_MAX = 128,
143 SCALE_FACTOR_NONE = 255
150 BOUND_EXACT = BOUND_UPPER | BOUND_LOWER
156 VALUE_KNOWN_WIN = 15000,
158 VALUE_INFINITE = 30001,
161 VALUE_MATE_IN_MAX_PLY = VALUE_MATE - MAX_PLY,
162 VALUE_MATED_IN_MAX_PLY = -VALUE_MATE + MAX_PLY,
164 VALUE_ENSURE_INTEGER_SIZE_P = INT_MAX,
165 VALUE_ENSURE_INTEGER_SIZE_N = INT_MIN
169 NO_PIECE_TYPE = 0, ALL_PIECES = 0,
170 PAWN = 1, KNIGHT = 2, BISHOP = 3, ROOK = 4, QUEEN = 5, KING = 6
174 NO_PIECE = 16, // color_of(NO_PIECE) == NO_COLOR
175 W_PAWN = 1, W_KNIGHT = 2, W_BISHOP = 3, W_ROOK = 4, W_QUEEN = 5, W_KING = 6,
176 B_PAWN = 9, B_KNIGHT = 10, B_BISHOP = 11, B_ROOK = 12, B_QUEEN = 13, B_KING = 14
180 WHITE, BLACK, NO_COLOR
187 DEPTH_ZERO = 0 * ONE_PLY,
188 DEPTH_QS_CHECKS = -1 * ONE_PLY,
189 DEPTH_QS_NO_CHECKS = -2 * ONE_PLY,
190 DEPTH_QS_RECAPTURES = -5 * ONE_PLY,
192 DEPTH_NONE = -127 * ONE_PLY
196 SQ_A1, SQ_B1, SQ_C1, SQ_D1, SQ_E1, SQ_F1, SQ_G1, SQ_H1,
197 SQ_A2, SQ_B2, SQ_C2, SQ_D2, SQ_E2, SQ_F2, SQ_G2, SQ_H2,
198 SQ_A3, SQ_B3, SQ_C3, SQ_D3, SQ_E3, SQ_F3, SQ_G3, SQ_H3,
199 SQ_A4, SQ_B4, SQ_C4, SQ_D4, SQ_E4, SQ_F4, SQ_G4, SQ_H4,
200 SQ_A5, SQ_B5, SQ_C5, SQ_D5, SQ_E5, SQ_F5, SQ_G5, SQ_H5,
201 SQ_A6, SQ_B6, SQ_C6, SQ_D6, SQ_E6, SQ_F6, SQ_G6, SQ_H6,
202 SQ_A7, SQ_B7, SQ_C7, SQ_D7, SQ_E7, SQ_F7, SQ_G7, SQ_H7,
203 SQ_A8, SQ_B8, SQ_C8, SQ_D8, SQ_E8, SQ_F8, SQ_G8, SQ_H8,
211 DELTA_NN = DELTA_N + DELTA_N,
212 DELTA_NE = DELTA_N + DELTA_E,
213 DELTA_SE = DELTA_S + DELTA_E,
214 DELTA_SS = DELTA_S + DELTA_S,
215 DELTA_SW = DELTA_S + DELTA_W,
216 DELTA_NW = DELTA_N + DELTA_W
220 FILE_A, FILE_B, FILE_C, FILE_D, FILE_E, FILE_F, FILE_G, FILE_H
224 RANK_1, RANK_2, RANK_3, RANK_4, RANK_5, RANK_6, RANK_7, RANK_8
228 /// Score enum keeps a midgame and an endgame value in a single integer (enum),
229 /// first LSB 16 bits are used to store endgame value, while upper bits are used
230 /// for midgame value. Compiler is free to choose the enum type as long as can
231 /// keep its data, so ensure Score to be an integer type.
234 SCORE_ENSURE_INTEGER_SIZE_P = INT_MAX,
235 SCORE_ENSURE_INTEGER_SIZE_N = INT_MIN
238 inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); }
240 /// Extracting the signed lower and upper 16 bits it not so trivial because
241 /// according to the standard a simple cast to short is implementation defined
242 /// and so is a right shift of a signed integer.
243 inline Value mg_value(Score s) { return Value(((s + 32768) & ~0xffff) / 0x10000); }
245 /// On Intel 64 bit we have a small speed regression with the standard conforming
246 /// version, so use a faster code in this case that, although not 100% standard
247 /// compliant it seems to work for Intel and MSVC.
248 #if defined(IS_64BIT) && (!defined(__GNUC__) || defined(__INTEL_COMPILER))
250 inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); }
254 inline Value eg_value(Score s) {
255 return Value((int)(unsigned(s) & 0x7fffu) - (int)(unsigned(s) & 0x8000u));
260 #define ENABLE_SAFE_OPERATORS_ON(T) \
261 inline T operator+(const T d1, const T d2) { return T(int(d1) + int(d2)); } \
262 inline T operator-(const T d1, const T d2) { return T(int(d1) - int(d2)); } \
263 inline T operator*(int i, const T d) { return T(i * int(d)); } \
264 inline T operator*(const T d, int i) { return T(int(d) * i); } \
265 inline T operator-(const T d) { return T(-int(d)); } \
266 inline T& operator+=(T& d1, const T d2) { d1 = d1 + d2; return d1; } \
267 inline T& operator-=(T& d1, const T d2) { d1 = d1 - d2; return d1; } \
268 inline T& operator*=(T& d, int i) { d = T(int(d) * i); return d; }
270 #define ENABLE_OPERATORS_ON(T) ENABLE_SAFE_OPERATORS_ON(T) \
271 inline T operator++(T& d, int) { d = T(int(d) + 1); return d; } \
272 inline T operator--(T& d, int) { d = T(int(d) - 1); return d; } \
273 inline T operator/(const T d, int i) { return T(int(d) / i); } \
274 inline T& operator/=(T& d, int i) { d = T(int(d) / i); return d; }
276 ENABLE_OPERATORS_ON(Value)
277 ENABLE_OPERATORS_ON(PieceType)
278 ENABLE_OPERATORS_ON(Piece)
279 ENABLE_OPERATORS_ON(Color)
280 ENABLE_OPERATORS_ON(Depth)
281 ENABLE_OPERATORS_ON(Square)
282 ENABLE_OPERATORS_ON(File)
283 ENABLE_OPERATORS_ON(Rank)
285 /// Added operators for adding integers to a Value
286 inline Value operator+(Value v, int i) { return Value(int(v) + i); }
287 inline Value operator-(Value v, int i) { return Value(int(v) - i); }
289 ENABLE_SAFE_OPERATORS_ON(Score)
291 /// Only declared but not defined. We don't want to multiply two scores due to
292 /// a very high risk of overflow. So user should explicitly convert to integer.
293 inline Score operator*(Score s1, Score s2);
295 /// Division of a Score must be handled separately for each term
296 inline Score operator/(Score s, int i) {
297 return make_score(mg_value(s) / i, eg_value(s) / i);
300 /// Weight score v by score w trying to prevent overflow
301 inline Score apply_weight(Score v, Score w) {
302 return make_score((int(mg_value(v)) * mg_value(w)) / 0x100,
303 (int(eg_value(v)) * eg_value(w)) / 0x100);
306 #undef ENABLE_OPERATORS_ON
307 #undef ENABLE_SAFE_OPERATORS_ON
309 const Value PawnValueMidgame = Value(0x0C6);
310 const Value PawnValueEndgame = Value(0x102);
311 const Value KnightValueMidgame = Value(0x331);
312 const Value KnightValueEndgame = Value(0x34E);
313 const Value BishopValueMidgame = Value(0x344);
314 const Value BishopValueEndgame = Value(0x359);
315 const Value RookValueMidgame = Value(0x4F6);
316 const Value RookValueEndgame = Value(0x4FE);
317 const Value QueenValueMidgame = Value(0x9D9);
318 const Value QueenValueEndgame = Value(0x9FE);
320 extern const Value PieceValueMidgame[17]; // Indexed by Piece or PieceType
321 extern const Value PieceValueEndgame[17];
322 extern int SquareDistance[64][64];
323 extern uint8_t BitCount8Bit[256];
325 inline Color operator~(Color c) {
329 inline Square operator~(Square s) {
330 return Square(s ^ 56); // Vertical flip SQ_A1 -> SQ_A8
333 inline Value mate_in(int ply) {
334 return VALUE_MATE - ply;
337 inline Value mated_in(int ply) {
338 return -VALUE_MATE + ply;
341 inline Piece make_piece(Color c, PieceType pt) {
342 return Piece((c << 3) | pt);
345 inline PieceType type_of(Piece p) {
346 return PieceType(p & 7);
349 inline Color color_of(Piece p) {
350 return Color(p >> 3);
353 inline Square make_square(File f, Rank r) {
354 return Square((r << 3) | f);
357 inline bool is_ok(Square s) {
358 return s >= SQ_A1 && s <= SQ_H8;
361 inline File file_of(Square s) {
365 inline Rank rank_of(Square s) {
369 inline Square mirror(Square s) {
370 return Square(s ^ 7); // Horizontal flip SQ_A1 -> SQ_H1
373 inline Square relative_square(Color c, Square s) {
374 return Square(s ^ (c * 56));
377 inline Rank relative_rank(Color c, Rank r) {
378 return Rank(r ^ (c * 7));
381 inline Rank relative_rank(Color c, Square s) {
382 return relative_rank(c, rank_of(s));
385 inline bool opposite_colors(Square s1, Square s2) {
387 return ((s >> 3) ^ s) & 1;
390 inline int file_distance(Square s1, Square s2) {
391 return abs(file_of(s1) - file_of(s2));
394 inline int rank_distance(Square s1, Square s2) {
395 return abs(rank_of(s1) - rank_of(s2));
398 inline int square_distance(Square s1, Square s2) {
399 return SquareDistance[s1][s2];
402 inline char piece_type_to_char(PieceType pt) {
403 return " PNBRQK"[pt];
406 inline char file_to_char(File f) {
407 return char(f - FILE_A + int('a'));
410 inline char rank_to_char(Rank r) {
411 return char(r - RANK_1 + int('1'));
414 inline Square pawn_push(Color c) {
415 return c == WHITE ? DELTA_N : DELTA_S;
418 inline Square from_sq(Move m) {
419 return Square((m >> 6) & 0x3F);
422 inline Square to_sq(Move m) {
423 return Square(m & 0x3F);
426 inline bool is_special(Move m) {
427 return m & (3 << 14);
430 inline bool is_promotion(Move m) {
431 return (m & (3 << 14)) == (1 << 14);
434 inline int is_enpassant(Move m) {
435 return (m & (3 << 14)) == (2 << 14);
438 inline int is_castle(Move m) {
439 return (m & (3 << 14)) == (3 << 14);
442 inline PieceType promotion_type(Move m) {
443 return PieceType(((m >> 12) & 3) + 2);
446 inline Move make_move(Square from, Square to) {
447 return Move(to | (from << 6));
450 inline Move make_promotion(Square from, Square to, PieceType pt) {
451 return Move(to | (from << 6) | (1 << 14) | ((pt - 2) << 12)) ;
454 inline Move make_enpassant(Square from, Square to) {
455 return Move(to | (from << 6) | (2 << 14));
458 inline Move make_castle(Square from, Square to) {
459 return Move(to | (from << 6) | (3 << 14));
462 inline bool is_ok(Move m) {
463 return from_sq(m) != to_sq(m); // Catches also MOVE_NULL and MOVE_NONE
468 inline const std::string square_to_string(Square s) {
469 char ch[] = { file_to_char(file_of(s)), rank_to_char(rank_of(s)), 0 };
473 /// Our insertion sort implementation, works with pointers and iterators and is
474 /// guaranteed to be stable, as is needed.
475 template<typename T, typename K>
476 void sort(K first, K last)
481 for (p = first + 1; p < last; p++)
484 for (q = p; q != first && *(q-1) < tmp; --q)
490 #endif // !defined(TYPES_H_INCLUDED)