struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[COLOR_NB];
- int castlingFlags, rule50, pliesFromNull;
+ int castlingRights, rule50, pliesFromNull;
Score psq;
Square epSquare;
class Position {
public:
Position() {}
- Position(const Position& p, Thread* t) { *this = p; thisThread = t; }
+ Position(const Position& pos, Thread* t) { *this = pos; thisThread = t; }
Position(const std::string& f, bool c960, Thread* t) { set(f, c960, t); }
Position& operator=(const Position&);
static void init();
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(CastlingRight cr) const;
+ bool castling_impeded(CastlingRight cr) const;
+ Square castling_rook_square(CastlingRight cr) const;
// Checking
Bitboard checkers() const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
Bitboard attackers_to(Square s, Bitboard occ) const;
- Bitboard attacks_from(Piece p, Square s) const;
+ Bitboard attacks_from(Piece pc, Square s) const;
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
bool is_draw() const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = NULL) const;
+ bool pos_is_ok(int* step = NULL) const;
void flip();
private:
// Initialization helpers (used while setting up a position)
void clear();
- void set_castling_flag(Color c, Square rfrom);
+ void set_castling_right(Color c, Square rfrom);
+ void set_state(StateInfo* si) const;
// Helper functions
- void do_castling(Square kfrom, Square kto, Square rfrom, Square rto);
Bitboard check_blockers(Color c, Color kingColor) const;
void put_piece(Square s, Color c, PieceType pt);
void remove_piece(Square s, Color c, PieceType pt);
void move_piece(Square from, Square to, Color c, PieceType pt);
-
- // Computing hash keys from scratch (for initialization and debugging)
- Key compute_key() const;
- Key compute_pawn_key() const;
- Key compute_material_key() const;
-
- // Computing incremental evaluation scores and material counts
- Score compute_psq_score() const;
- Value compute_non_pawn_material(Color c) const;
+ template<bool Do>
+ void do_castling(Square from, Square& to, Square& rfrom, Square& rto);
// Board and pieces
Piece board[SQUARE_NB];
int index[SQUARE_NB];
// Other info
- int castlingFlagsMask[SQUARE_NB];
- Square castlingRookSquare[COLOR_NB][CASTLING_SIDE_NB];
- Bitboard castlingPath[COLOR_NB][CASTLING_SIDE_NB];
+ int castlingRightsMask[SQUARE_NB];
+ Square castlingRookSquare[CASTLING_RIGHT_NB];
+ Bitboard castlingPath[CASTLING_RIGHT_NB];
StateInfo startState;
uint64_t nodes;
int gamePly;
Color sideToMove;
Thread* thisThread;
StateInfo* st;
- int chess960;
+ bool chess960;
};
inline uint64_t Position::nodes_searched() const {
return pieceList[c][KING][0];
}
-inline int Position::can_castle(CastlingFlag f) const {
- return st->castlingFlags & f;
+inline int Position::can_castle(CastlingRight cr) const {
+ return st->castlingRights & cr;
}
inline int Position::can_castle(Color c) const {
- return st->castlingFlags & ((WHITE_OO | WHITE_OOO) << (2 * c));
+ return st->castlingRights & ((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(CastlingRight cr) const {
+ return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
-inline Square Position::castling_rook_square(Color c, CastlingSide s) const {
- return castlingRookSquare[c][s];
+inline Square Position::castling_rook_square(CastlingRight cr) const {
+ return castlingRookSquare[cr];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
- return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
+ return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: StepAttacksBB[Pt][s];
}
return StepAttacksBB[make_piece(c, PAWN)][s];
}
-inline Bitboard Position::attacks_from(Piece p, Square s) const {
- return attacks_bb(p, s, byTypeBB[ALL_PIECES]);
+inline Bitboard Position::attacks_from(Piece pc, Square s) const {
+ return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) const {
byTypeBB[ALL_PIECES] |= s;
byTypeBB[pt] |= s;
byColorBB[c] |= s;
- pieceCount[c][ALL_PIECES]++;
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
}
byTypeBB[pt] ^= s;
byColorBB[c] ^= s;
/* board[s] = NO_PIECE; */ // Not needed, will be overwritten by capturing
- pieceCount[c][ALL_PIECES]--;
Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
index[lastSquare] = index[s];
pieceList[c][pt][index[lastSquare]] = lastSquare;