it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
+
Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
#if defined(_MSC_VER)
// Forcing value to bool 'true' or 'false' (performance warning)
-#pragma warning(disable: 4800) \r
-\r
+#pragma warning(disable: 4800)
+
#endif
////
////
/// FEN string for the initial position:
-const std::string StartPosition =
+const std::string StartPosition =
"rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
/// Maximum number of plies per game (220 should be enough, because the
/// Castle rights, encoded as bit fields:
enum CastleRights {
- NO_CASTLES = 0,
+ NO_CASTLES = 0,
WHITE_OO = 1,
- BLACK_OO = 2,
+ BLACK_OO = 2,
WHITE_OOO = 4,
BLACK_OOO = 8,
ALL_CASTLES = 15
/// The position data structure. A position consists of the following data:
-///
+///
/// * For each piece type, a bitboard representing the squares occupied
/// by pieces of that type.
/// * For each color, a bitboard representing the squares occupiecd by
class Position {
friend class MaterialInfo;
+ friend class EndgameFunctions;
public:
// Constructors
// Text input/output
void from_fen(const std::string &fen);
const std::string to_fen() const;
- void print() const;
+ void print(Move m = MOVE_NONE) const;
// Copying
void copy(const Position &pos);
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
- // The en passant square:
+ // The en passant square
Square ep_square() const;
// Current king position for each color
Square king_square(Color c) const;
- // Castling rights.
+ // Castling rights
bool can_castle_kingside(Color c) const;
bool can_castle_queenside(Color c) const;
bool can_castle(Color c) const;
bool piece_attacks_square(Square f, Square t) const; // Dispatch at run-time
// Properties of moves
- bool move_is_legal(Move m) const;
- bool move_is_legal(Move m, Bitboard pinned) const;
+ bool pl_move_is_legal(Move m) const;
+ bool pl_move_is_legal(Move m, Bitboard pinned) const;
bool move_is_check(Move m) const;
bool move_is_check(Move m, Bitboard dcCandidates) const;
bool move_is_capture(Move m) const;
// Static exchange evaluation
int see(Square from, Square to) const;
int see(Move m) const;
+ int see(Square to) const;
// Accessing hash keys
Key get_key() const;
// Reset the gamePly variable to 0
void reset_game_ply();
-
+
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
void allow_ooo(Color c);
// Helper functions for doing and undoing moves
+ void do_capture_move(Move m, PieceType capture, Color them, Square to);
void do_castle_move(Move m);
void do_promotion_move(Move m, UndoInfo &u);
void do_ep_move(Move m);
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
-
+
// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64];
inline bool Position::square_is_weak(Square s, Color c) const {
return !(pawns(c) & outpost_mask(opposite_color(c), s));
}
-
+
inline Key Position::get_key() const {
return key;
}
static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
-
+
if (npm >= MidgameLimit)
return PHASE_MIDGAME;
else if(npm <= EndgameLimit)
inline bool Position::opposite_colored_bishops() const {
return piece_count(WHITE, BISHOP) == 1
- && piece_count(BLACK, BISHOP) == 1
+ && piece_count(BLACK, BISHOP) == 1
&& square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
}
return pawns(c) & relative_rank_bb(c, RANK_7);
}
-
+
#endif // !defined(POSITION_H_INCLUDED)