/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2014 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2015 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 <algorithm>
#include <cassert>
-#include <cstring>
+#include <cstring> // For std::memset
#include <iomanip>
#include <sstream>
#include "bitcount.h"
+#include "misc.h"
#include "movegen.h"
#include "position.h"
#include "psqtab.h"
-#include "rkiss.h"
#include "thread.h"
#include "tt.h"
#include "uci.h"
<< std::setfill('0') << std::setw(16) << pos.st->key << std::dec << "\nCheckers: ";
for (Bitboard b = pos.checkers(); b; )
- os << UCI::format_square(pop_lsb(&b)) << " ";
+ os << UCI::square(pop_lsb(&b)) << " ";
return os;
}
void Position::init() {
- RKISS rk;
+ PRNG rng(1070372);
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
- Zobrist::psq[c][pt][s] = rk.rand<Key>();
+ Zobrist::psq[c][pt][s] = rng.rand<Key>();
for (File f = FILE_A; f <= FILE_H; ++f)
- Zobrist::enpassant[f] = rk.rand<Key>();
+ Zobrist::enpassant[f] = rng.rand<Key>();
- for (int cf = NO_CASTLING; cf <= ANY_CASTLING; ++cf)
+ for (int cr = NO_CASTLING; cr <= ANY_CASTLING; ++cr)
{
- Bitboard b = cf;
+ Bitboard b = cr;
while (b)
{
Key k = Zobrist::castling[1ULL << pop_lsb(&b)];
- Zobrist::castling[cf] ^= k ? k : rk.rand<Key>();
+ Zobrist::castling[cr] ^= k ? k : rng.rand<Key>();
}
}
- Zobrist::side = rk.rand<Key>();
- Zobrist::exclusion = rk.rand<Key>();
+ Zobrist::side = rng.rand<Key>();
+ Zobrist::exclusion = rng.rand<Key>();
for (PieceType pt = PAWN; pt <= KING; ++pt)
{
}
-/// Position::operator=() creates a copy of 'pos'. We want the new born Position
-/// object to not depend on any external data so we detach state pointer from
-/// the source one.
+/// Position::operator=() creates a copy of 'pos' but detaching the state pointer
+/// from the source to be self-consistent and not depending on any external data.
Position& Position::operator=(const Position& pos) {
void Position::set_state(StateInfo* si) const {
si->key = si->pawnKey = si->materialKey = 0;
- si->npMaterial[WHITE] = si->npMaterial[BLACK] = VALUE_ZERO;
+ si->nonPawnMaterial[WHITE] = si->nonPawnMaterial[BLACK] = VALUE_ZERO;
si->psq = SCORE_ZERO;
si->checkersBB = attackers_to(king_square(sideToMove)) & pieces(~sideToMove);
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = KNIGHT; pt <= QUEEN; ++pt)
- si->npMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt];
+ si->nonPawnMaterial[c] += pieceCount[c][pt] * PieceValue[MG][pt];
}
ss << (sideToMove == WHITE ? " w " : " b ");
if (can_castle(WHITE_OO))
- ss << (chess960 ? 'A' + file_of(castling_rook_square(WHITE | KING_SIDE)) : 'K');
+ ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE | KING_SIDE))) : 'K');
if (can_castle(WHITE_OOO))
- ss << (chess960 ? 'A' + file_of(castling_rook_square(WHITE | QUEEN_SIDE)) : 'Q');
+ ss << (chess960 ? char('A' + file_of(castling_rook_square(WHITE | QUEEN_SIDE))) : 'Q');
if (can_castle(BLACK_OO))
- ss << (chess960 ? 'a' + file_of(castling_rook_square(BLACK | KING_SIDE)) : 'k');
+ ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK | KING_SIDE))) : 'k');
if (can_castle(BLACK_OOO))
- ss << (chess960 ? 'a' + file_of(castling_rook_square(BLACK | QUEEN_SIDE)) : 'q');
+ ss << (chess960 ? char('a' + file_of(castling_rook_square(BLACK | QUEEN_SIDE))) : 'q');
if (!can_castle(WHITE) && !can_castle(BLACK))
ss << '-';
- ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::format_square(ep_square()) + " ")
+ ss << (ep_square() == SQ_NONE ? " - " : " " + UCI::square(ep_square()) + " ")
<< st->rule50 << " " << 1 + (gamePly - (sideToMove == BLACK)) / 2;
return ss.str();
Phase Position::game_phase() const {
- Value npm = st->npMaterial[WHITE] + st->npMaterial[BLACK];
+ Value npm = st->nonPawnMaterial[WHITE] + st->nonPawnMaterial[BLACK];
npm = std::max(EndgameLimit, std::min(npm, MidgameLimit));
- return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
+ return Phase(((npm - EndgameLimit) * PHASE_MIDGAME) / (MidgameLimit - EndgameLimit));
}
/// Position::attackers_to() computes a bitboard of all pieces which attack a
-/// given square. Slider attacks use the occ bitboard to indicate occupancy.
+/// given square. Slider attacks use the occupied bitboard to indicate occupancy.
-Bitboard Position::attackers_to(Square s, Bitboard occ) const {
+Bitboard Position::attackers_to(Square s, Bitboard occupied) const {
- return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
- | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
- | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
- | (attacks_bb<ROOK>(s, occ) & pieces(ROOK, QUEEN))
- | (attacks_bb<BISHOP>(s, occ) & pieces(BISHOP, QUEEN))
- | (attacks_from<KING>(s) & pieces(KING));
+ return (attacks_from<PAWN>(s, BLACK) & pieces(WHITE, PAWN))
+ | (attacks_from<PAWN>(s, WHITE) & pieces(BLACK, PAWN))
+ | (attacks_from<KNIGHT>(s) & pieces(KNIGHT))
+ | (attacks_bb<ROOK>(s, occupied) & pieces(ROOK, QUEEN))
+ | (attacks_bb<BISHOP>(s, occupied) & pieces(BISHOP, QUEEN))
+ | (attacks_from<KING>(s) & pieces(KING));
}
Square ksq = king_square(us);
Square to = to_sq(m);
Square capsq = to - pawn_push(us);
- Bitboard occ = (pieces() ^ from ^ capsq) | to;
+ Bitboard occupied = (pieces() ^ from ^ capsq) | to;
assert(to == ep_square());
assert(moved_piece(m) == make_piece(us, PAWN));
assert(piece_on(capsq) == make_piece(~us, PAWN));
assert(piece_on(to) == NO_PIECE);
- return !(attacks_bb< ROOK>(ksq, occ) & pieces(~us, QUEEN, ROOK))
- && !(attacks_bb<BISHOP>(ksq, occ) & pieces(~us, QUEEN, BISHOP));
+ return !(attacks_bb< ROOK>(ksq, occupied) & pieces(~us, QUEEN, ROOK))
+ && !(attacks_bb<BISHOP>(ksq, occupied) & pieces(~us, QUEEN, BISHOP));
}
// If the moving piece is a king, check whether the destination
return true;
// Is there a discovered check?
- if ( unlikely(ci.dcCandidates)
+ if ( ci.dcCandidates
&& (ci.dcCandidates & from)
&& !aligned(from, to, ci.ksq))
return true;
st->pawnKey ^= Zobrist::psq[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= PieceValue[MG][captured];
+ st->nonPawnMaterial[them] -= PieceValue[MG][captured];
// Update board and piece lists
remove_piece(capsq, them, captured);
st->psq += psq[us][promotion][to] - psq[us][PAWN][to];
// Update material
- st->npMaterial[us] += PieceValue[MG][promotion];
+ st->nonPawnMaterial[us] += PieceValue[MG][promotion];
}
// Update pawn hash key and prefetch access to pawnsTable
st->checkersBB |= to;
// Discovered checks
- if (unlikely(ci.dcCandidates) && (ci.dcCandidates & from))
+ if (ci.dcCandidates && (ci.dcCandidates & from))
{
if (pt != ROOK)
st->checkersBB |= attacks_from<ROOK>(king_square(them)) & pieces(us, QUEEN, ROOK);
}
-/// Position::key_after() computes the new hash key after the given moven. Needed
+/// Position::key_after() computes the new hash key after the given move. Needed
/// for speculative prefetch. It doesn't recognize special moves like castling,
/// en-passant and promotions.
if ( st->key != si.key
|| st->pawnKey != si.pawnKey
|| st->materialKey != si.materialKey
- || st->npMaterial[WHITE] != si.npMaterial[WHITE]
- || st->npMaterial[BLACK] != si.npMaterial[BLACK]
+ || st->nonPawnMaterial[WHITE] != si.nonPawnMaterial[WHITE]
+ || st->nonPawnMaterial[BLACK] != si.nonPawnMaterial[BLACK]
|| st->psq != si.psq
|| st->checkersBB != si.checkersBB)
return false;