}
// 5-6. Halfmove clock and fullmove number
- fen >> std::skipws >> st->rule50 >> fullMoves;
+ fen >> std::skipws >> st->rule50 >> startPosPly;
+
+ // Convert from fullmove starting from 1 to ply starting from 0,
+ // handle also common incorrect FEN with fullmove = 0.
+ startPosPly = Max(2 * (startPosPly - 1), 0) + int(sideToMove == BLACK);
// Various initialisations
chess960 = isChess960;
fen << '-';
fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square()))
- << " " << st->rule50 << " " << fullMoves;
+ << " " << st->rule50 << " " << 1 + (startPosPly - int(sideToMove == BLACK)) / 2;
return fen.str();
}
}
-/// Position::do_setup_move() makes a permanent move on the board. It should
-/// be used when setting up a position on board. You can't undo the move.
-
-void Position::do_setup_move(Move m, StateInfo& newSt) {
-
- assert(move_is_ok(m));
-
- // Update the number of full moves after black's move
- if (sideToMove == BLACK)
- fullMoves++;
-
- do_move(m, newSt);
-
- assert(is_ok());
-}
-
-
/// Position::do_move() makes a move, and saves all information necessary
/// to a StateInfo object. The move is assumed to be legal. Pseudo-legal
/// moves should be filtered out before this function is called.
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, gamePly, pliesFromNull;
- Square epSquare;
- Score value;
Value npMaterial[2];
+ int castleRights, rule50, pliesFromNull;
+ Score value;
+ Square epSquare;
};
memcpy(&newSt, st, sizeof(ReducedStateInfo));
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
st->rule50++;
- st->gamePly++;
st->pliesFromNull++;
if (move_is_castle(m))
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
- st->gamePly++;
st->pliesFromNull = 0;
st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
- st->gamePly--;
assert(is_ok());
}
castleRightsMask[sq] = ALL_CASTLES;
}
sideToMove = WHITE;
- fullMoves = 1;
nodes = 0;
}
// Draw by repetition?
if (!SkipRepetition)
{
- int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull);
+ int i = 4, e = Min(st->rule50, st->pliesFromNull);
if (i <= e)
{