/// PawnInfoTable c'tor and d'tor instantiated one each thread
-PawnInfoTable::PawnInfoTable(unsigned numOfEntries) : size(numOfEntries) {
+PawnInfoTable::PawnInfoTable() {
+
+ entries = new PawnInfo[PawnTableSize];
- entries = new PawnInfo[size];
if (!entries)
{
- std::cerr << "Failed to allocate " << (numOfEntries * sizeof(PawnInfo))
+ std::cerr << "Failed to allocate " << (PawnTableSize * sizeof(PawnInfo))
<< " bytes for pawn hash table." << std::endl;
Application::exit_with_failure();
}
}
-/// PawnInfo::clear() resets to zero the PawnInfo entry. Note that
-/// kingSquares[] is initialized to SQ_NONE instead.
-
-void PawnInfo::clear() {
-
- memset(this, 0, sizeof(PawnInfo));
- kingSquares[WHITE] = kingSquares[BLACK] = SQ_NONE;
-}
-
-
/// PawnInfoTable::get_pawn_info() takes a position object as input, computes
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in a hash table, so we don't have to recompute everything when the same
assert(pos.is_ok());
Key key = pos.get_pawn_key();
- unsigned index = unsigned(key & (size - 1));
+ unsigned index = unsigned(key & (PawnTableSize - 1));
PawnInfo* pi = entries + index;
// If pi->key matches the position's pawn hash key, it means that we
return pi;
// Clear the PawnInfo object, and set the key
- pi->clear();
+ memset(pi, 0, sizeof(PawnInfo));
+ pi->kingSquares[WHITE] = pi->kingSquares[BLACK] = SQ_NONE;
pi->key = key;
// Calculate pawn attacks
Rank r;
int bonus;
bool passed, isolated, doubled, opposed, chain, backward, candidate;
- Score value = make_score(0, 0);
+ Score value = SCORE_ZERO;
const Square* ptr = pos.piece_list_begin(Us, PAWN);
// Initialize pawn storm scores by giving bonuses for open files
// Mark the pawn as passed. Pawn will be properly scored in evaluation
// because we need full attack info to evaluate passed pawns.
if (passed)
- set_bit(&(pi->passedPawns), s);
+ set_bit(&(pi->passedPawns[Us]), s);
// Score this pawn
if (isolated)
/// PawnInfo::updateShelter calculates and caches king shelter. It is called
-/// only when king square changes, about 20% of total get_king_shelter() calls.
-int PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
+/// only when king square changes, about 20% of total king_shelter() calls.
+Score PawnInfo::updateShelter(const Position& pos, Color c, Square ksq) {
- Bitboard pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
- unsigned shelter = 0;
- unsigned r = ksq & (7 << 3);
+ Bitboard pawns;
+ unsigned r, k, shelter = 0;
- for (int i = 1, k = (c ? -8 : 8); i < 4; i++)
+ if (relative_rank(c, ksq) <= RANK_4)
{
- r += k;
- shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
+ pawns = pos.pieces(PAWN, c) & this_and_neighboring_files_bb(ksq);
+ r = ksq & (7 << 3);
+ k = (c ? -8 : 8);
+ for (int i = 1; i < 4; i++)
+ {
+ r += k;
+ shelter += BitCount8Bit[(pawns >> r) & 0xFF] * (128 >> i);
+ }
}
kingSquares[c] = ksq;
- kingShelters[c] = shelter;
- return shelter;
+ kingShelters[c] = make_score(shelter, 0);
+ return kingShelters[c];
}