Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Copyright (C) 2008-2015 Marco Costalba, Joona Kiiski, Tord Romstad
- Copyright (C) 2015-2019 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
+ Copyright (C) 2015-2020 Marco Costalba, Joona Kiiski, Gary Linscott, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
Square epSquare;
// Not copied when making a move (will be recomputed anyhow)
- int repetition;
Key key;
Bitboard checkersBB;
Piece capturedPiece;
Bitboard blockersForKing[COLOR_NB];
Bitboard pinners[COLOR_NB];
Bitboard checkSquares[PIECE_TYPE_NB];
+ int repetition;
};
/// A list to keep track of the position states along the setup moves (from the
const std::string fen() const;
// Position representation
- Bitboard pieces() const;
Bitboard pieces(PieceType pt) const;
Bitboard pieces(PieceType pt1, PieceType pt2) const;
Bitboard pieces(Color c) const;
// Castling
int castling_rights(Color c) const;
- bool can_castle(CastlingRight cr) const;
- bool castling_impeded(CastlingRight cr) const;
- Square castling_rook_square(CastlingRight cr) const;
+ bool can_castle(CastlingRights cr) const;
+ bool castling_impeded(CastlingRights cr) const;
+ Square castling_rook_square(CastlingRights cr) const;
// Checking
Bitboard checkers() const;
Bitboard blockers_for_king(Color c) const;
Bitboard check_squares(PieceType pt) const;
+ bool is_discovery_check_on_king(Color c, Move m) const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
// Other helpers
void put_piece(Piece pc, Square s);
- void remove_piece(Piece pc, Square s);
- void move_piece(Piece pc, Square from, Square to);
+ void remove_piece(Square s);
+ void move_piece(Square from, Square to);
template<bool Do>
void do_castling(Color us, Square from, Square& to, Square& rfrom, Square& rto);
return sideToMove;
}
-inline bool Position::empty(Square s) const {
- return board[s] == NO_PIECE;
-}
-
inline Piece Position::piece_on(Square s) const {
+ assert(is_ok(s));
return board[s];
}
-inline Piece Position::moved_piece(Move m) const {
- return board[from_sq(m)];
+inline bool Position::empty(Square s) const {
+ return piece_on(s) == NO_PIECE;
}
-inline Bitboard Position::pieces() const {
- return byTypeBB[ALL_PIECES];
+inline Piece Position::moved_piece(Move m) const {
+ return piece_on(from_sq(m));
}
-inline Bitboard Position::pieces(PieceType pt) const {
+inline Bitboard Position::pieces(PieceType pt = ALL_PIECES) const {
return byTypeBB[pt];
}
inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
- return byTypeBB[pt1] | byTypeBB[pt2];
+ return pieces(pt1) | pieces(pt2);
}
inline Bitboard Position::pieces(Color c) const {
}
inline Bitboard Position::pieces(Color c, PieceType pt) const {
- return byColorBB[c] & byTypeBB[pt];
+ return pieces(c) & pieces(pt);
}
inline Bitboard Position::pieces(Color c, PieceType pt1, PieceType pt2) const {
- return byColorBB[c] & (byTypeBB[pt1] | byTypeBB[pt2]);
+ return pieces(c) & (pieces(pt1) | pieces(pt2));
}
template<PieceType Pt> inline int Position::count(Color c) const {
}
template<PieceType Pt> inline int Position::count() const {
- return pieceCount[make_piece(WHITE, Pt)] + pieceCount[make_piece(BLACK, Pt)];
+ return count<Pt>(WHITE) + count<Pt>(BLACK);
}
template<PieceType Pt> inline const Square* Position::squares(Color c) const {
template<PieceType Pt> inline Square Position::square(Color c) const {
assert(pieceCount[make_piece(c, Pt)] == 1);
- return pieceList[make_piece(c, Pt)][0];
+ return squares<Pt>(c)[0];
}
inline Square Position::ep_square() const {
return !(pieces(c, PAWN) & file_bb(s));
}
-inline bool Position::can_castle(CastlingRight cr) const {
+inline bool Position::can_castle(CastlingRights cr) const {
return st->castlingRights & cr;
}
return st->castlingRights & (c == WHITE ? WHITE_CASTLING : BLACK_CASTLING);
}
-inline bool Position::castling_impeded(CastlingRight cr) const {
- return byTypeBB[ALL_PIECES] & castlingPath[cr];
+inline bool Position::castling_impeded(CastlingRights cr) const {
+ assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
+
+ return pieces() & castlingPath[cr];
}
-inline Square Position::castling_rook_square(CastlingRight cr) const {
+inline Square Position::castling_rook_square(CastlingRights cr) const {
+ assert(cr == WHITE_OO || cr == WHITE_OOO || cr == BLACK_OO || cr == BLACK_OOO);
+
return castlingRookSquare[cr];
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
- assert(Pt != PAWN);
- return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
+ static_assert(Pt != PAWN, "Pawn attacks need color");
+
+ return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, pieces())
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: PseudoAttacks[Pt][s];
}
}
inline Bitboard Position::attacks_from(PieceType pt, Square s) const {
- return attacks_bb(pt, s, byTypeBB[ALL_PIECES]);
+ return attacks_bb(pt, s, pieces());
}
inline Bitboard Position::attackers_to(Square s) const {
- return attackers_to(s, byTypeBB[ALL_PIECES]);
+ return attackers_to(s, pieces());
}
inline Bitboard Position::checkers() const {
return st->checkSquares[pt];
}
+inline bool Position::is_discovery_check_on_king(Color c, Move m) const {
+ return st->blockersForKing[c] & from_sq(m);
+}
+
inline bool Position::pawn_passed(Color c, Square s) const {
return !(pieces(~c, PAWN) & passed_pawn_span(c, s));
}
}
inline Value Position::non_pawn_material() const {
- return st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
+ return non_pawn_material(WHITE) + non_pawn_material(BLACK);
}
inline int Position::game_ply() const {
}
inline bool Position::opposite_bishops() const {
- return pieceCount[W_BISHOP] == 1
- && pieceCount[B_BISHOP] == 1
+ return count<BISHOP>(WHITE) == 1
+ && count<BISHOP>(BLACK) == 1
&& opposite_colors(square<BISHOP>(WHITE), square<BISHOP>(BLACK));
}
psq += PSQT::psq[pc][s];
}
-inline void Position::remove_piece(Piece pc, Square s) {
+inline void Position::remove_piece(Square s) {
// WARNING: This is not a reversible operation. If we remove a piece in
// do_move() and then replace it in undo_move() we will put it at the end of
// the list and not in its original place, it means index[] and pieceList[]
// are not invariant to a do_move() + undo_move() sequence.
+ Piece pc = board[s];
byTypeBB[ALL_PIECES] ^= s;
byTypeBB[type_of(pc)] ^= s;
byColorBB[color_of(pc)] ^= s;
psq -= PSQT::psq[pc][s];
}
-inline void Position::move_piece(Piece pc, Square from, Square to) {
+inline void Position::move_piece(Square from, Square to) {
// index[from] is not updated and becomes stale. This works as long as index[]
// is accessed just by known occupied squares.
- Bitboard fromTo = square_bb(from) | square_bb(to);
+ Piece pc = board[from];
+ Bitboard fromTo = from | to;
byTypeBB[ALL_PIECES] ^= fromTo;
byTypeBB[type_of(pc)] ^= fromTo;
byColorBB[color_of(pc)] ^= fromTo;