struct StateInfo {
Key pawnKey, materialKey;
Value npMaterial[COLOR_NB];
- int castlingFlags, rule50, pliesFromNull;
+ int castlingRights, rule50, pliesFromNull;
Score psq;
Square epSquare;
// Castling
int can_castle(Color c) const;
- int can_castle(CastlingFlag f) const;
- bool castling_impeded(CastlingFlag f) const;
- Square castling_rook_square(CastlingFlag f) const;
+ int can_castle(CastlingRight cr) const;
+ bool castling_impeded(CastlingRight cr) const;
+ Square castling_rook_square(CastlingRight cr) const;
// Checking
Bitboard checkers() const;
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 compute_keys(StateInfo* si) const;
+ void compute_non_pawn_material(StateInfo* si) const;
+ Score compute_psq_score() const;
// Helper functions
void do_castling(Square kfrom, Square kto, Square rfrom, Square rto);
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;
-
// Board and pieces
Piece board[SQUARE_NB];
Bitboard byTypeBB[PIECE_TYPE_NB];
int index[SQUARE_NB];
// Other info
- int castlingFlagsMask[SQUARE_NB];
- Square castlingRookSquare[CASTLING_FLAG_NB];
- Bitboard castlingPath[CASTLING_FLAG_NB];
+ int castlingRightsMask[SQUARE_NB];
+ Square castlingRookSquare[CASTLING_RIGHT_NB];
+ Bitboard castlingPath[CASTLING_RIGHT_NB];
StateInfo startState;
uint64_t nodes;
int gamePly;
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(CastlingFlag f) const {
- return byTypeBB[ALL_PIECES] & castlingPath[f];
+inline bool Position::castling_impeded(CastlingRight cr) const {
+ return byTypeBB[ALL_PIECES] & castlingPath[cr];
}
-inline Square Position::castling_rook_square(CastlingFlag f) const {
- return castlingRookSquare[f];
+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];
}