struct StateInfo {
Key key, pawnKey, materialKey;
- int castleRights, rule50;
- Square kingSquare[2], epSquare;
+ int castleRights, rule50, pliesFromNull;
+ Square epSquare;
Value mgValue, egValue;
Value npMaterial[2];
// Bitboards for pinned pieces and discovered check candidates
Bitboard discovered_check_candidates(Color c) const;
- Bitboard pinned_pieces(Color c, Bitboard& p) const;
Bitboard pinned_pieces(Color c) const;
// Checking pieces and under check information
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
+ const Square* piece_list_begin(Color c, PieceType pt) const;
// Information about attacks to or from a given square
Bitboard attackers_to(Square s) const;
- Bitboard attackers_to(Square s, Color c) const;
- Bitboard piece_attacks_from(Piece p, Square s) const;
- Bitboard pawn_attacks_from(Square s, Color c) const;
- template<PieceType> Bitboard piece_attacks_from(Square s) const;
+ Bitboard attacks_from(Piece p, Square s) const;
+ template<PieceType> Bitboard attacks_from(Square s) const;
+ template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
bool pl_move_is_legal(Move m) const;
bool move_is_check(Move m) const;
bool move_is_check(Move m, Bitboard dcCandidates) const;
bool move_is_capture(Move m) const;
+ bool move_is_capture_or_promotion(Move m) const;
bool move_is_passed_pawn_push(Move m) const;
bool move_attacks_square(Move m, Square s) const;
template<GamePhase> Value compute_value() const;
Value compute_non_pawn_material(Color c) const;
- // Bitboards
- Bitboard byColorBB[2], byTypeBB[8];
-
// Board
Piece board[64];
+ // Bitboards
+ Bitboard byTypeBB[8], byColorBB[2];
+
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
return pieceList[c][pt][index];
}
+inline const Square* Position::piece_list_begin(Color c, PieceType pt) const {
+ return pieceList[c][pt];
+}
+
inline Square Position::ep_square() const {
return st->epSquare;
}
inline Square Position::king_square(Color c) const {
- return st->kingSquare[c];
+ return pieceList[c][KING][0];
}
inline bool Position::can_castle_kingside(Color side) const {
return relative_square(c, make_square(initialQRFile, RANK_1));
}
-inline Bitboard Position::pawn_attacks_from(Square s, Color c) const {
+template<>
+inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
-template<PieceType Piece> // Knight and King
-inline Bitboard Position::piece_attacks_from(Square s) const {
+template<PieceType Piece> // Knight and King and white pawns
+inline Bitboard Position::attacks_from(Square s) const {
return StepAttackBB[Piece][s];
}
template<>
-inline Bitboard Position::piece_attacks_from<PAWN>(Square s) const {
- return StepAttackBB[WP][s] | StepAttackBB[BP][s];
-}
-
-template<>
-inline Bitboard Position::piece_attacks_from<BISHOP>(Square s) const {
+inline Bitboard Position::attacks_from<BISHOP>(Square s) const {
return bishop_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks_from<ROOK>(Square s) const {
+inline Bitboard Position::attacks_from<ROOK>(Square s) const {
return rook_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks_from<QUEEN>(Square s) const {
- return piece_attacks_from<ROOK>(s) | piece_attacks_from<BISHOP>(s);
+inline Bitboard Position::attacks_from<QUEEN>(Square s) const {
+ return attacks_from<ROOK>(s) | attacks_from<BISHOP>(s);
}
inline Bitboard Position::checkers() const {
return st->checkersBB != EmptyBoardBB;
}
-inline Bitboard Position::attackers_to(Square s, Color c) const {
-
- return attackers_to(s) & pieces_of_color(c);
-}
-
inline bool Position::pawn_is_passed(Color c, Square s) const {
return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s));
}
inline bool Position::move_is_capture(Move m) const {
// Move must not be MOVE_NONE !
+ return (m & (3 << 15)) ? !move_is_castle(m) : !square_is_empty(move_to(m));
+}
- return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
+inline bool Position::move_is_capture_or_promotion(Move m) const {
+
+ // Move must not be MOVE_NONE !
+ return (m & (0x1F << 12)) ? !move_is_castle(m) : !square_is_empty(move_to(m));
}
#endif // !defined(POSITION_H_INCLUDED)