// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, pliesFromNull;
+ int castleRights, rule50, ply, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
- gamePly++;
+ history[st->ply++] = key;
// Update side to move
key ^= zobSideToMove;
set_bit(&(byTypeBB[promotion]), to);
board[to] = piece_of_color_and_type(us, promotion);
- // Update piece counts
+ // Update piece counts
pieceCount[us][promotion]++;
pieceCount[us][PAWN]--;
assert(is_ok());
assert(move_is_ok(m));
- gamePly--;
sideToMove = opposite_color(sideToMove);
if (move_is_castle(m))
pieceList[us][PAWN][index[to]] = to;
}
-
// Put the piece back at the source square
Bitboard move_bb = make_move_bb(to, from);
do_move_bb(&(byColorBB[us]), move_bb);
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = st->key;
+ history[st->ply++] = st->key;
// Update the necessary information
if (st->epSquare != SQ_NONE)
st->rule50++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
- gamePly++;
}
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
- gamePly--;
+ st->ply--;
}
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
sideToMove = WHITE;
- gamePly = 0;
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
}
-/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
+/// Position::reset_ply() simply sets ply to 0. It is used from the
/// UCI interface code, whenever a non-reversible move is made in a
/// 'position fen <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() {
+void Position::reset_ply() {
- gamePly = 0;
+ st->ply = 0;
}
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
+ assert(st->ply >= st->rule50);
+
// Draw by repetition?
- for (int i = 4; i <= Min(Min(gamePly, st->rule50), st->pliesFromNull); i += 2)
- if (history[gamePly - i] == st->key)
+ for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2)
+ if (history[st->ply - i] == st->key)
return true;
return false;