/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, 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
#include <cassert>
#include <cstring>
-#include <fstream>
#include <iostream>
#include <sstream>
#include <algorithm>
const Score TempoValue = make_score(48, 22);
// To convert a Piece to and from a FEN char
- const string PieceToChar(".PNBRQK pnbrqk ");
+ const string PieceToChar(" PNBRQK pnbrqk .");
}
CheckInfo::CheckInfo(const Position& pos) {
- Color them = flip(pos.side_to_move());
- Square ksq = pos.king_square(them);
+ Color them = ~pos.side_to_move();
+ ksq = pos.king_square(them);
pinned = pos.pinned_pieces();
dcCandidates = pos.discovered_check_candidates();
// 1. Piece placement
while ((fen >> token) && !isspace(token))
{
- if (token == '/')
- sq -= Square(16); // Jump back of 2 rows
+ if (isdigit(token))
+ sq += Square(token - '0'); // Advance the given number of files
- else if (isdigit(token))
- sq += Square(token - '0'); // Skip the given number of files
+ else if (token == '/')
+ sq = make_square(FILE_A, rank_of(sq) - Rank(2));
else if ((p = PieceToChar.find(token)) != string::npos)
{
{
Square rsq;
Color c = islower(token) ? BLACK : WHITE;
- Piece rook = make_piece(c, ROOK);
token = char(toupper(token));
if (token == 'K')
- for (rsq = relative_square(c, SQ_H1); piece_on(rsq) != rook; rsq--) {}
+ for (rsq = relative_square(c, SQ_H1); type_of(piece_on(rsq)) != ROOK; rsq--) {}
else if (token == 'Q')
- for (rsq = relative_square(c, SQ_A1); piece_on(rsq) != rook; rsq++) {}
+ for (rsq = relative_square(c, SQ_A1); type_of(piece_on(rsq)) != ROOK; rsq++) {}
else if (token >= 'A' && token <= 'H')
rsq = make_square(File(token - 'A'), relative_rank(c, RANK_1));
else
continue;
- set_castle_right(king_square(c), rsq);
+ set_castle_right(c, rsq);
}
// 4. En passant square. Ignore if no pawn capture is possible
st->value = compute_value();
st->npMaterial[WHITE] = compute_non_pawn_material(WHITE);
st->npMaterial[BLACK] = compute_non_pawn_material(BLACK);
- st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
chess960 = isChess960;
assert(pos_is_ok());
/// Position::set_castle_right() is an helper function used to set castling
-/// rights given the corresponding king and rook starting squares.
+/// rights given the corresponding color and the rook starting square.
-void Position::set_castle_right(Square ksq, Square rsq) {
+void Position::set_castle_right(Color c, Square rsq) {
- int f = (rsq < ksq ? WHITE_OOO : WHITE_OO) << color_of(piece_on(ksq));
+ int f = (rsq < king_square(c) ? WHITE_OOO : WHITE_OO) << c;
st->castleRights |= f;
- castleRightsMask[ksq] ^= f;
+ castleRightsMask[king_square(c)] ^= f;
castleRightsMask[rsq] ^= f;
castleRookSquare[f] = rsq;
}
Piece piece = piece_on(sq);
char c = (color_of(piece) == BLACK ? '=' : ' ');
- if (piece == PIECE_NONE && color_of(sq) == DARK)
- piece = PIECE_NONE_DARK_SQ;
+ if (piece == NO_PIECE && !opposite_colors(sq, SQ_A1))
+ piece++; // Index the dot
cout << c << PieceToChar[piece] << c << '|';
}
// Pinned pieces protect our king, dicovery checks attack the enemy king
Bitboard b, result = 0;
- Bitboard pinners = pieces(FindPinned ? flip(sideToMove) : sideToMove);
- Square ksq = king_square(FindPinned ? sideToMove : flip(sideToMove));
+ Bitboard pinners = pieces(FindPinned ? ~sideToMove : sideToMove);
+ Square ksq = king_square(FindPinned ? sideToMove : ~sideToMove);
// Pinners are sliders, that give check when candidate pinned is removed
- pinners &= (pieces(ROOK, QUEEN) & RookPseudoAttacks[ksq])
- | (pieces(BISHOP, QUEEN) & BishopPseudoAttacks[ksq]);
+ pinners &= (pieces(ROOK, QUEEN) & PseudoAttacks[ROOK][ksq])
+ | (pieces(BISHOP, QUEEN) & PseudoAttacks[BISHOP][ksq]);
while (pinners)
{
assert(square_is_ok(s));
- switch (p)
+ switch (type_of(p))
{
- case WB: case BB: return bishop_attacks_bb(s, occ);
- case WR: case BR: return rook_attacks_bb(s, occ);
- case WQ: case BQ: return bishop_attacks_bb(s, occ) | rook_attacks_bb(s, occ);
- default: return StepAttacksBB[p][s];
+ case BISHOP: return bishop_attacks_bb(s, occ);
+ case ROOK : return rook_attacks_bb(s, occ);
+ case QUEEN : return bishop_attacks_bb(s, occ) | rook_attacks_bb(s, occ);
+ default : return StepAttacksBB[p][s];
}
}
assert(square_is_ok(s));
Bitboard occ, xray;
- Square from = move_from(m);
- Square to = move_to(m);
+ Square from = from_sq(m);
+ Square to = to_sq(m);
Piece piece = piece_on(from);
assert(!square_is_empty(from));
// Update occupancy as if the piece is moving
occ = occupied_squares();
- do_move_bb(&occ, make_move_bb(from, to));
+ occ ^= from;
+ occ ^= to;
// The piece moved in 'to' attacks the square 's' ?
- if (bit_is_set(attacks_from(piece, to, occ), s))
+ if (attacks_from(piece, to, occ) & s)
return true;
// Scan for possible X-ray attackers behind the moved piece
assert(is_ok(m));
assert(pinned == pinned_pieces());
- Color us = side_to_move();
- Square from = move_from(m);
+ Color us = sideToMove;
+ Square from = from_sq(m);
assert(color_of(piece_on(from)) == us);
assert(piece_on(king_square(us)) == make_piece(us, KING));
// the move is made.
if (is_enpassant(m))
{
- Color them = flip(us);
- Square to = move_to(m);
+ Color them = ~us;
+ Square to = to_sq(m);
Square capsq = to + pawn_push(them);
Square ksq = king_square(us);
Bitboard b = occupied_squares();
assert(to == ep_square());
assert(piece_on(from) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(them, PAWN));
- assert(piece_on(to) == PIECE_NONE);
+ assert(piece_on(to) == NO_PIECE);
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
+ b ^= from;
+ b ^= capsq;
+ b |= to;
return !(rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, them))
&& !(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, them));
// square is attacked by the opponent. Castling moves are checked
// for legality during move generation.
if (type_of(piece_on(from)) == KING)
- return is_castle(m) || !(attackers_to(move_to(m)) & pieces(flip(us)));
+ return is_castle(m) || !(attackers_to(to_sq(m)) & pieces(~us));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
return !pinned
- || !bit_is_set(pinned, from)
- || squares_aligned(from, move_to(m), king_square(us));
+ || !(pinned & from)
+ || squares_aligned(from, to_sq(m), king_square(us));
}
bool Position::is_pseudo_legal(const Move m) const {
Color us = sideToMove;
- Color them = flip(sideToMove);
- Square from = move_from(m);
- Square to = move_to(m);
+ Color them = ~sideToMove;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
Piece pc = piece_on(from);
// Use a slower but simpler function for uncommon cases
return move_is_legal(m);
// Is not a promotion, so promotion piece must be empty
- if (promotion_piece_type(m) - 2 != PIECE_TYPE_NONE)
+ if (promotion_piece_type(m) - 2 != NO_PIECE_TYPE)
return false;
// If the from square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
- if (pc == PIECE_NONE || color_of(pc) != us)
+ if (pc == NO_PIECE || color_of(pc) != us)
return false;
// The destination square cannot be occupied by a friendly piece
return false;
}
}
- else if (!bit_is_set(attacks_from(pc, from), to))
+ else if (!(attacks_from(pc, from) & to))
return false;
// Evasions generator already takes care to avoid some kind of illegal moves
if (type_of(piece_on(from)) == KING)
{
Bitboard b = occupied_squares();
- clear_bit(&b, from);
- if (attackers_to(move_to(m), b) & pieces(flip(us)))
+ b ^= from;
+ if (attackers_to(to_sq(m), b) & pieces(~us))
return false;
}
else
// Our move must be a blocking evasion or a capture of the checking piece
target = squares_between(checksq, king_square(us)) | checkers();
- if (!bit_is_set(target, move_to(m)))
+ if (!(target & to_sq(m)))
return false;
}
}
assert(is_ok(m));
assert(ci.dcCandidates == discovered_check_candidates());
- assert(color_of(piece_on(move_from(m))) == side_to_move());
+ assert(color_of(piece_moved(m)) == sideToMove);
- Square from = move_from(m);
- Square to = move_to(m);
+ Square from = from_sq(m);
+ Square to = to_sq(m);
PieceType pt = type_of(piece_on(from));
// Direct check ?
- if (bit_is_set(ci.checkSq[pt], to))
+ if (ci.checkSq[pt] & to)
return true;
// Discovery check ?
- if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
+ if (ci.dcCandidates && (ci.dcCandidates & from))
{
// For pawn and king moves we need to verify also direction
if ( (pt != PAWN && pt != KING)
- || !squares_aligned(from, to, king_square(flip(side_to_move()))))
+ || !squares_aligned(from, to, king_square(~sideToMove)))
return true;
}
if (!is_special(m))
return false;
- Color us = side_to_move();
+ Color us = sideToMove;
Bitboard b = occupied_squares();
- Square ksq = king_square(flip(us));
+ Square ksq = king_square(~us);
// Promotion with check ?
if (is_promotion(m))
{
- clear_bit(&b, from);
- return bit_is_set(attacks_from(Piece(promotion_piece_type(m)), to, b), ksq);
+ b ^= from;
+ return attacks_from(Piece(promotion_piece_type(m)), to, b) & ksq;
}
// En passant capture with check ? We have already handled the case
if (is_enpassant(m))
{
Square capsq = make_square(file_of(to), rank_of(from));
- clear_bit(&b, from);
- clear_bit(&b, capsq);
- set_bit(&b, to);
+ b ^= from;
+ b ^= capsq;
+ b |= to;
return (rook_attacks_bb(ksq, b) & pieces(ROOK, QUEEN, us))
||(bishop_attacks_bb(ksq, b) & pieces(BISHOP, QUEEN, us));
}
kto = relative_square(us, SQ_C1);
rto = relative_square(us, SQ_D1);
}
- clear_bit(&b, kfrom);
- clear_bit(&b, rfrom);
- set_bit(&b, rto);
- set_bit(&b, kto);
- return bit_is_set(rook_attacks_bb(rto, b), ksq);
+ b ^= kfrom;
+ b ^= rfrom;
+ b |= rto;
+ b |= kto;
+ return rook_attacks_bb(rto, b) & ksq;
}
return false;
assert(&newSt != st);
nodes++;
- Key key = st->key;
+ Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
// which are recalculated from scratch anyway, then switch our state pointer
st = &newSt;
// Update side to move
- key ^= zobSideToMove;
+ k ^= zobSideToMove;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
if (is_castle(m))
{
- st->key = key;
+ st->key = k;
do_castle_move<true>(m);
return;
}
- Color us = side_to_move();
- Color them = flip(us);
- Square from = move_from(m);
- Square to = move_to(m);
+ Color us = sideToMove;
+ Color them = ~us;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
Piece piece = piece_on(from);
PieceType pt = type_of(piece);
PieceType capture = is_enpassant(m) ? PAWN : type_of(piece_on(to));
assert(pt == PAWN);
assert(to == st->epSquare);
assert(relative_rank(us, to) == RANK_6);
- assert(piece_on(to) == PIECE_NONE);
+ assert(piece_on(to) == NO_PIECE);
assert(piece_on(capsq) == make_piece(them, PAWN));
- board[capsq] = PIECE_NONE;
+ board[capsq] = NO_PIECE;
}
st->pawnKey ^= zobrist[them][PAWN][capsq];
st->npMaterial[them] -= PieceValueMidgame[capture];
// Remove the captured piece
- clear_bit(&byColorBB[them], capsq);
- clear_bit(&byTypeBB[capture], capsq);
- clear_bit(&occupied, capsq);
+ byColorBB[them] ^= capsq;
+ byTypeBB[capture] ^= capsq;
+ occupied ^= capsq;
// Update piece list, move the last piece at index[capsq] position and
// shrink the list.
pieceList[them][capture][pieceCount[them][capture]] = SQ_NONE;
// Update hash keys
- key ^= zobrist[them][capture][capsq];
+ k ^= zobrist[them][capture][capsq];
st->materialKey ^= zobrist[them][capture][pieceCount[them][capture]];
// Update incremental scores
}
// Update hash key
- key ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
+ k ^= zobrist[us][pt][from] ^ zobrist[us][pt][to];
// Reset en passant square
if (st->epSquare != SQ_NONE)
{
- key ^= zobEp[st->epSquare];
+ k ^= zobEp[st->epSquare];
st->epSquare = SQ_NONE;
}
if ( st->castleRights != CASTLES_NONE
&& (castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
{
- key ^= zobCastle[st->castleRights];
+ k ^= zobCastle[st->castleRights];
st->castleRights &= castleRightsMask[from] & castleRightsMask[to];
- key ^= zobCastle[st->castleRights];
+ k ^= zobCastle[st->castleRights];
}
// Prefetch TT access as soon as we know key is updated
- prefetch((char*)TT.first_entry(key));
+ prefetch((char*)TT.first_entry(k));
// Move the piece
- Bitboard move_bb = make_move_bb(from, to);
- do_move_bb(&byColorBB[us], move_bb);
- do_move_bb(&byTypeBB[pt], move_bb);
- do_move_bb(&occupied, move_bb);
+ Bitboard from_to_bb = SquareBB[from] | SquareBB[to];
+ byColorBB[us] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ occupied ^= from_to_bb;
board[to] = board[from];
- board[from] = PIECE_NONE;
+ board[from] = NO_PIECE;
// Update piece lists, index[from] is not updated and becomes stale. This
// works as long as index[] is accessed just by known occupied squares.
&& (attacks_from<PAWN>(from + pawn_push(us), us) & pieces(PAWN, them)))
{
st->epSquare = Square((from + to) / 2);
- key ^= zobEp[st->epSquare];
+ k ^= zobEp[st->epSquare];
}
if (is_promotion(m))
assert(promotion >= KNIGHT && promotion <= QUEEN);
// Replace the pawn with the promoted piece
- clear_bit(&byTypeBB[PAWN], to);
- set_bit(&byTypeBB[promotion], to);
+ byTypeBB[PAWN] ^= to;
+ byTypeBB[promotion] |= to;
board[to] = make_piece(us, promotion);
// Update piece lists, move the last pawn at index[to] position
pieceList[us][promotion][index[to]] = to;
// Update hash keys
- key ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
+ k ^= zobrist[us][PAWN][to] ^ zobrist[us][promotion][to];
st->pawnKey ^= zobrist[us][PAWN][to];
st->materialKey ^= zobrist[us][promotion][pieceCount[us][promotion]++]
^ zobrist[us][PAWN][pieceCount[us][PAWN]];
st->capturedType = capture;
// Update the key with the final value
- st->key = key;
+ st->key = k;
// Update checkers bitboard, piece must be already moved
st->checkersBB = 0;
else
{
// Direct checks
- if (bit_is_set(ci.checkSq[pt], to))
- st->checkersBB = SetMaskBB[to];
+ if (ci.checkSq[pt] & to)
+ st->checkersBB |= to;
// Discovery checks
- if (ci.dcCandidates && bit_is_set(ci.dcCandidates, from))
+ if (ci.dcCandidates && (ci.dcCandidates & from))
{
if (pt != ROOK)
st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(ROOK, QUEEN, us);
}
// Finish
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
assert(pos_is_ok());
assert(is_ok(m));
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
if (is_castle(m))
{
return;
}
- Color us = side_to_move();
- Color them = flip(us);
- Square from = move_from(m);
- Square to = move_to(m);
+ Color us = sideToMove;
+ Color them = ~us;
+ Square from = from_sq(m);
+ Square to = to_sq(m);
Piece piece = piece_on(to);
PieceType pt = type_of(piece);
PieceType capture = st->capturedType;
assert(promotion >= KNIGHT && promotion <= QUEEN);
// Replace the promoted piece with the pawn
- clear_bit(&byTypeBB[promotion], to);
- set_bit(&byTypeBB[PAWN], to);
+ byTypeBB[promotion] ^= to;
+ byTypeBB[PAWN] |= to;
board[to] = make_piece(us, PAWN);
// Update piece lists, move the last promoted piece at index[to] position
}
// Put the piece back at the source square
- Bitboard move_bb = make_move_bb(to, from);
- do_move_bb(&byColorBB[us], move_bb);
- do_move_bb(&byTypeBB[pt], move_bb);
- do_move_bb(&occupied, move_bb);
+ Bitboard from_to_bb = SquareBB[from] | SquareBB[to];
+ byColorBB[us] ^= from_to_bb;
+ byTypeBB[pt] ^= from_to_bb;
+ occupied ^= from_to_bb;
board[from] = board[to];
- board[to] = PIECE_NONE;
+ board[to] = NO_PIECE;
// Update piece lists, index[to] is not updated and becomes stale. This
// works as long as index[] is accessed just by known occupied squares.
assert(pt == PAWN);
assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
- assert(piece_on(capsq) == PIECE_NONE);
+ assert(piece_on(capsq) == NO_PIECE);
}
// Restore the captured piece
- set_bit(&byColorBB[them], capsq);
- set_bit(&byTypeBB[capture], capsq);
- set_bit(&occupied, capsq);
+ byColorBB[them] |= capsq;
+ byTypeBB[capture] |= capsq;
+ occupied |= capsq;
board[capsq] = make_piece(them, capture);
Square kto, kfrom, rfrom, rto, kAfter, rAfter;
- Color us = side_to_move();
- Square kBefore = move_from(m);
- Square rBefore = move_to(m);
+ Color us = sideToMove;
+ Square kBefore = from_sq(m);
+ Square rBefore = to_sq(m);
// Find after-castle squares for king and rook
if (rBefore > kBefore) // O-O
assert(piece_on(rfrom) == make_piece(us, ROOK));
// Remove pieces from source squares
- clear_bit(&byColorBB[us], kfrom);
- clear_bit(&byTypeBB[KING], kfrom);
- clear_bit(&occupied, kfrom);
- clear_bit(&byColorBB[us], rfrom);
- clear_bit(&byTypeBB[ROOK], rfrom);
- clear_bit(&occupied, rfrom);
+ byColorBB[us] ^= kfrom;
+ byTypeBB[KING] ^= kfrom;
+ occupied ^= kfrom;
+ byColorBB[us] ^= rfrom;
+ byTypeBB[ROOK] ^= rfrom;
+ occupied ^= rfrom;
// Put pieces on destination squares
- set_bit(&byColorBB[us], kto);
- set_bit(&byTypeBB[KING], kto);
- set_bit(&occupied, kto);
- set_bit(&byColorBB[us], rto);
- set_bit(&byTypeBB[ROOK], rto);
- set_bit(&occupied, rto);
+ byColorBB[us] |= kto;
+ byTypeBB[KING] |= kto;
+ occupied |= kto;
+ byColorBB[us] |= rto;
+ byTypeBB[ROOK] |= rto;
+ occupied |= rto;
// Update board
Piece king = make_piece(us, KING);
Piece rook = make_piece(us, ROOK);
- board[kfrom] = board[rfrom] = PIECE_NONE;
+ board[kfrom] = board[rfrom] = NO_PIECE;
board[kto] = king;
board[rto] = rook;
if (Do)
{
// Reset capture field
- st->capturedType = PIECE_TYPE_NONE;
+ st->capturedType = NO_PIECE_TYPE;
// Update incremental scores
st->value += pst_delta(king, kfrom, kto);
st->rule50 = 0;
// Update checkers BB
- st->checkersBB = attackers_to(king_square(flip(us))) & pieces(us);
+ st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
// Finish
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
st->value += (sideToMove == WHITE ? TempoValue : -TempoValue);
}
else
dst->rule50 = src->rule50;
dst->pliesFromNull = src->pliesFromNull;
- sideToMove = flip(sideToMove);
+ sideToMove = ~sideToMove;
if (Do)
{
assert(is_ok(m));
- Square from = move_from(m);
- Square to = move_to(m);
+ Square from = from_sq(m);
+ Square to = to_sq(m);
// Early return if SEE cannot be negative because captured piece value
// is not less then capturing one. Note that king moves always return
if (is_castle(m))
return 0;
- from = move_from(m);
- to = move_to(m);
+ from = from_sq(m);
+ to = to_sq(m);
capturedType = type_of(piece_on(to));
occ = occupied_squares();
// Handle en passant moves
if (is_enpassant(m))
{
- Square capQq = to - pawn_push(side_to_move());
+ Square capQq = to - pawn_push(sideToMove);
- assert(capturedType == PIECE_TYPE_NONE);
+ assert(!capturedType);
assert(type_of(piece_on(capQq)) == PAWN);
// Remove the captured pawn
- clear_bit(&occ, capQq);
+ occ ^= capQq;
capturedType = PAWN;
}
// Find all attackers to the destination square, with the moving piece
// removed, but possibly an X-ray attacker added behind it.
- clear_bit(&occ, from);
+ occ ^= from;
attackers = attackers_to(to, occ);
// If the opponent has no attackers we are finished
- stm = flip(color_of(piece_on(from)));
+ stm = ~color_of(piece_on(from));
stmAttackers = attackers & pieces(stm);
if (!stmAttackers)
return PieceValueMidgame[capturedType];
// Remember the value of the capturing piece, and change the side to
// move before beginning the next iteration.
capturedType = pt;
- stm = flip(stm);
+ stm = ~stm;
stmAttackers = attackers & pieces(stm);
// Stop before processing a king capture
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
{
- board[sq] = PIECE_NONE;
+ board[sq] = NO_PIECE;
castleRightsMask[sq] = ALL_CASTLES;
}
sideToMove = WHITE;
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
- set_bit(&byTypeBB[pt], s);
- set_bit(&byColorBB[c], s);
- set_bit(&occupied, s);
+ byTypeBB[pt] |= s;
+ byColorBB[c] |= s;
+ occupied |= s;
}
if (ep_square() != SQ_NONE)
result ^= zobEp[ep_square()];
- if (side_to_move() == BLACK)
+ if (sideToMove == BLACK)
result ^= zobSideToMove;
return result;
result += pst(make_piece(c, pt), pop_1st_bit(&b));
}
- result += (side_to_move() == WHITE ? TempoValue / 2 : -TempoValue / 2);
+ result += (sideToMove == WHITE ? TempoValue / 2 : -TempoValue / 2);
return result;
}
return true;
// Draw by the 50 moves rule?
- if (st->rule50 > 99 && !is_mate())
+ if (st->rule50 > 99 && (!in_check() || MoveList<MV_LEGAL>(*this).size()))
return true;
// Draw by repetition?
template bool Position::is_draw<true>() const;
-/// Position::is_mate() returns true or false depending on whether the
-/// side to move is checkmated.
-
-bool Position::is_mate() const {
-
- return in_check() && !MoveList<MV_LEGAL>(*this).size();
-}
-
-
/// Position::init() is a static member function which initializes at startup
/// the various arrays used to compute hash keys and the piece square tables.
/// The latter is a two-step operation: First, the white halves of the tables
zobSideToMove = rk.rand<Key>();
zobExclusion = rk.rand<Key>();
- for (Piece p = WP; p <= WK; p++)
+ for (Piece p = W_PAWN; p <= W_KING; p++)
{
Score ps = make_score(PieceValueMidgame[p], PieceValueEndgame[p]);
for (Square s = SQ_A1; s <= SQ_H8; s++)
{
pieceSquareTable[p][s] = ps + PSQT[p][s];
- pieceSquareTable[p+8][flip(s)] = -pieceSquareTable[p][s];
+ pieceSquareTable[p+8][~s] = -pieceSquareTable[p][s];
}
}
}
// Board
for (Square s = SQ_A1; s <= SQ_H8; s++)
if (!pos.square_is_empty(s))
- put_piece(Piece(pos.piece_on(s) ^ 8), flip(s));
+ put_piece(Piece(pos.piece_on(s) ^ 8), ~s);
// Side to move
- sideToMove = flip(pos.side_to_move());
+ sideToMove = ~pos.side_to_move();
// Castling rights
if (pos.can_castle(WHITE_OO))
- set_castle_right(king_square(BLACK), flip(pos.castle_rook_square(WHITE_OO)));
+ set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OO));
if (pos.can_castle(WHITE_OOO))
- set_castle_right(king_square(BLACK), flip(pos.castle_rook_square(WHITE_OOO)));
+ set_castle_right(BLACK, ~pos.castle_rook_square(WHITE_OOO));
if (pos.can_castle(BLACK_OO))
- set_castle_right(king_square(WHITE), flip(pos.castle_rook_square(BLACK_OO)));
+ set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OO));
if (pos.can_castle(BLACK_OOO))
- set_castle_right(king_square(WHITE), flip(pos.castle_rook_square(BLACK_OOO)));
+ set_castle_right(WHITE, ~pos.castle_rook_square(BLACK_OOO));
// En passant square
if (pos.st->epSquare != SQ_NONE)
- st->epSquare = flip(pos.st->epSquare);
+ st->epSquare = ~pos.st->epSquare;
// Checkers
- st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(flip(sideToMove));
+ st->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
// Hash keys
st->key = compute_key();
if (failedStep) *failedStep = 1;
// Side to move OK?
- if (side_to_move() != WHITE && side_to_move() != BLACK)
+ if (sideToMove != WHITE && sideToMove != BLACK)
return false;
// Are the king squares in the position correct?
if (failedStep) (*failedStep)++;
- if (piece_on(king_square(WHITE)) != WK)
+ if (piece_on(king_square(WHITE)) != W_KING)
return false;
if (failedStep) (*failedStep)++;
- if (piece_on(king_square(BLACK)) != BK)
+ if (piece_on(king_square(BLACK)) != B_KING)
return false;
// Do both sides have exactly one king?
if (failedStep) (*failedStep)++;
if (debugKingCapture)
{
- Color us = side_to_move();
- Color them = flip(us);
+ Color us = sideToMove;
+ Color them = ~us;
Square ksq = king_square(them);
if (attackers_to(ksq) & pieces(us))
return false;
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s<CNT32>(st->checkersBB) > 2)
+ if (debugCheckerCount && popcount<Full>(st->checkersBB) > 2)
return false;
// Bitboards OK?
{
// The en passant square must be on rank 6, from the point of view of the
// side to move.
- if (relative_rank(side_to_move(), ep_square()) != RANK_6)
+ if (relative_rank(sideToMove, ep_square()) != RANK_6)
return false;
}
if (debugPieceCounts)
for (Color c = WHITE; c <= BLACK; c++)
for (PieceType pt = PAWN; pt <= KING; pt++)
- if (pieceCount[c][pt] != count_1s<CNT32>(pieces(pt, c)))
+ if (pieceCount[c][pt] != popcount<Full>(pieces(pt, c)))
return false;
if (failedStep) (*failedStep)++;
if (!can_castle(f))
continue;
- Piece rook = (f & (WHITE_OO | WHITE_OOO) ? WR : BR);
+ Piece rook = (f & (WHITE_OO | WHITE_OOO) ? W_ROOK : B_ROOK);
if ( castleRightsMask[castleRookSquare[f]] != (ALL_CASTLES ^ f)
|| piece_on(castleRookSquare[f]) != rook)