////
#include <cassert>
-#include <iostream>
+#include <cstring>
#include <fstream>
+#include <iostream>
#include "mersenne.h"
#include "movegen.h"
if ( i < fen.length() - 2
&& (fen[i] >= 'a' && fen[i] <= 'h')
&& (fen[i+1] == '3' || fen[i+1] == '6'))
- epSquare = square_from_string(fen.substr(i, 2));
+ st->epSquare = square_from_string(fen.substr(i, 2));
// Various initialisation
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
find_checkers();
+ find_hidden_checks();
- key = compute_key();
- pawnKey = compute_pawn_key();
- materialKey = compute_material_key();
- mgValue = compute_value<MidGame>();
- egValue = compute_value<EndGame>();
+ st->key = compute_key();
+ st->pawnKey = compute_pawn_key();
+ st->materialKey = compute_material_key();
+ st->mgValue = compute_value<MidGame>();
+ st->egValue = compute_value<EndGame>();
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
fen += (rank > RANK_1 ? '/' : ' ');
}
fen += (sideToMove == WHITE ? "w " : "b ");
- if (castleRights != NO_CASTLES)
+ if (st->castleRights != NO_CASTLES)
{
if (can_castle_kingside(WHITE)) fen += 'K';
if (can_castle_queenside(WHITE)) fen += 'Q';
}
std::cout << "+---+---+---+---+---+---+---+---+" << std::endl
<< "Fen is: " << to_fen() << std::endl
- << "Key is: " << key << std::endl;
+ << "Key is: " << st->key << std::endl;
RequestPending = false;
}
}
-/// Position:pinned_pieces() returns a bitboard of all pinned (against the
-/// king) pieces for the given color.
-Bitboard Position::pinned_pieces(Color c) const {
-
- if (pinned[c] != ~EmptyBoardBB)
- return pinned[c];
-
- Bitboard p1, p2;
- Square ksq = king_square(c);
- pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
- pinners[c] = p1 | p2;
- return pinned[c];
-}
-
-Bitboard Position::pinned_pieces(Color c, Bitboard& p) const {
-
- if (pinned[c] == ~EmptyBoardBB)
- pinned_pieces(c);
-
- p = pinners[c];
- return pinned[c];
-}
-
-Bitboard Position::discovered_check_candidates(Color c) const {
-
- if (dcCandidates[c] != ~EmptyBoardBB)
- return dcCandidates[c];
-
- Bitboard dummy;
- Square ksq = king_square(opposite_color(c));
- dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
- return dcCandidates[c];
-}
-
/// Position:hidden_checks<>() returns a bitboard of all pinned (against the
/// king) pieces for the given color and for the given pinner type. Or, when
/// template parameter FindPinned is false, the pinned pieces of opposite color
/// that are, indeed, the pieces candidate for a discovery check.
+/// Note that checkersBB bitboard must be already updated.
template<PieceType Piece, bool FindPinned>
Bitboard Position::hidden_checks(Color c, Square ksq, Bitboard& pinners) const {
else
sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq];
- if (sliders && (!FindPinned || (sliders & ~checkersBB)))
+ if (sliders && (!FindPinned || (sliders & ~st->checkersBB)))
{
// King blockers are candidate pinned pieces
Bitboard candidate_pinned = piece_attacks<Piece>(ksq) & pieces_of_color(c);
// Pinners are sliders, not checkers, that give check when
// candidate pinned are removed.
- pinners = (FindPinned ? sliders & ~checkersBB : sliders);
+ pinners = (FindPinned ? sliders & ~st->checkersBB : sliders);
if (Piece == ROOK)
pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
/// Position::find_checkers() computes the checkersBB bitboard, which
-/// contains a nonzero bit for each checking piece (0, 1 or 2). It
+/// contains a nonzero bit for each checking piece (0, 1 or 2). It
/// currently works by calling Position::attacks_to, which is probably
/// inefficient. Consider rewriting this function to use the last move
/// played, like in non-bitboard versions of Glaurung.
void Position::find_checkers() {
Color us = side_to_move();
- checkersBB = attacks_to(king_square(us), opposite_color(us));
+ st->checkersBB = attacks_to(king_square(us), opposite_color(us));
+}
+
+/// Position:find_hidden_checks() computes the pinned, pinners and dcCandidates
+/// bitboards. There are two versions of this function. One takes a color and
+/// computes bitboards relative to that color only, the other computes both
+/// colors. Bitboard checkersBB must be already updated.
+
+void Position::find_hidden_checks(Color us, unsigned int types) {
+
+ Bitboard p1, p2;
+ Color them = opposite_color(us);
+ Square ksq = king_square(them);
+ if (types & Pinned)
+ {
+ st->pinned[them] = hidden_checks<ROOK, true>(them, ksq, p1) | hidden_checks<BISHOP, true>(them, ksq, p2);
+ st->pinners[them] = p1 | p2;
+ }
+ if (types & DcCandidates)
+ st->dcCandidates[us] = hidden_checks<ROOK, false>(us, ksq, p1) | hidden_checks<BISHOP, false>(us, ksq, p2);
+}
+
+void Position::find_hidden_checks() {
+
+ for (Color c = WHITE; c <= BLACK; c++)
+ find_hidden_checks(c, Pinned | DcCandidates);
}
}
-/// Position::update_checkers() is a private method to udpate chekers info
+/// Position::update_checkers() udpates chekers info given the move. It is called
+/// in do_move() and is faster then find_checkers().
template<PieceType Piece>
inline void Position::update_checkers(Bitboard* pCheckersBB, Square ksq, Square from,
}
-/// Position::do_move() makes a move, and backs up all information necessary
-/// to undo the move to an UndoInfo object. The move is assumed to be legal.
+/// Position::update_hidden_checks() udpates pinned, pinners and dcCandidates
+/// bitboards incrementally, given the move. It is called in do_move and is
+/// faster then find_hidden_checks().
+
+void Position::update_hidden_checks(Square from, Square to) {
+
+ Color us = sideToMove;
+ Color them = opposite_color(us);
+ Square ksq = king_square(opposite_color(us));
+
+ Bitboard moveSquares = EmptyBoardBB;
+ set_bit(&moveSquares, from);
+ set_bit(&moveSquares, to);
+
+ // Our moving piece could have been a possible pinner or hidden checker behind a dcCandidates?
+ bool checkerMoved = (st->dcCandidates[us] || bit_is_set(st->pinners[them], from)) && (moveSquares & sliders());
+
+ // If we are moving from/to an opponent king attack direction and we was a possible hidden checker
+ // or there exsist some possible hidden checker on that line then recalculate the position
+ // otherwise skip because our dcCandidates and opponent pinned pieces are not changed.
+ if ( (moveSquares & RookPseudoAttacks[ksq]) && (checkerMoved || (rooks_and_queens(us) & RookPseudoAttacks[ksq]))
+ || (moveSquares & BishopPseudoAttacks[ksq]) && (checkerMoved || (bishops_and_queens(us) & BishopPseudoAttacks[ksq])))
+ {
+ // If the move gives direct check and we don't have pinners/dc cadidates
+ // then we can be sure that we won't have them also after the move if
+ // we are not moving from a possible king attack direction.
+ bool outsideChecker = false;
+
+ if ( bit_is_set(st->checkersBB, to)
+ && !(bit_is_set(RookPseudoAttacks[ksq], from) && (checkerMoved || (rooks_and_queens(us) & RookPseudoAttacks[ksq])))
+ && !(bit_is_set(BishopPseudoAttacks[ksq], from) && (checkerMoved || (bishops_and_queens(us) & BishopPseudoAttacks[ksq]))))
+ outsideChecker = true;
+
+ if (!outsideChecker || st->pinned[them])
+ find_hidden_checks(us, Pinned);
+
+ if (!outsideChecker || st->dcCandidates[us] || bit_is_set(st->pinned[them], to))
+ find_hidden_checks(us, DcCandidates);
+ }
+
+ ksq = king_square(us);
+
+ if (ksq == to)
+ {
+ find_hidden_checks(them, Pinned | DcCandidates);
+ return;
+ }
+
+ // It is possible that we have captured an opponent hidden checker?
+ Bitboard checkerCaptured = st->capture && (st->dcCandidates[them] || bit_is_set(st->pinners[us], to));
+
+ // If we are moving from/to an our king attack direction and there was/is some possible
+ // opponent hidden checker then calculate the position otherwise skip because opponent
+ // dcCandidates and our pinned pieces are not changed.
+ if ( (moveSquares & RookPseudoAttacks[ksq]) && (checkerCaptured || (rooks_and_queens(them) & RookPseudoAttacks[ksq]))
+ || (moveSquares & BishopPseudoAttacks[ksq]) && (checkerCaptured || (bishops_and_queens(them) & BishopPseudoAttacks[ksq])))
+ {
+ find_hidden_checks(them, Pinned);
+
+ // If we don't have opponent dc candidates and we are moving in the
+ // attack line then won't be any dc candidates also after the move.
+ if ( st->dcCandidates[them]
+ || (bit_is_set(RookPseudoAttacks[ksq], from) && (rooks_and_queens(them) & RookPseudoAttacks[ksq]))
+ || (bit_is_set(BishopPseudoAttacks[ksq], from) && (bishops_and_queens(them) & BishopPseudoAttacks[ksq])))
+ find_hidden_checks(them, DcCandidates);
+ }
+}
+
+
+/// 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.
-void Position::do_move(Move m, UndoInfo& u) {
+void Position::do_move(Move m, StateInfo& newSt) {
assert(is_ok());
assert(move_is_ok(m));
- // Get now the current (pre-move) dc candidates that we will use
+ // Get now the current (before to move) dc candidates that we will use
// in update_checkers().
Bitboard oldDcCandidates = discovered_check_candidates(side_to_move());
- // Back up the necessary information to our UndoInfo object (except the
- // captured piece, which is taken care of later.
- u = undoInfoUnion;
- u.capture = NO_PIECE_TYPE;
- previous = &u;
+ // Copy some fields of old state to our new StateInfo object (except the
+ // captured piece, which is taken care of later) and switch state pointer
+ // to point to the new, ready to be updated, state.
+ newSt = *st;
+ newSt.capture = NO_PIECE_TYPE;
+ newSt.previous = st;
+ st = &newSt;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
+ history[gamePly] = st->key;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
- rule50++;
-
- // Reset pinned bitboard and its friends
- for (Color c = WHITE; c <= BLACK; c++)
- pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
+ st->rule50++;
if (move_is_castle(m))
do_castle_move(m);
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
PieceType piece = type_of_piece_on(from);
- PieceType capture = type_of_piece_on(to);
- if (capture)
- {
- u.capture = capture;
- do_capture_move(m, capture, them, to);
- }
+ st->capture = type_of_piece_on(to);
+
+ if (st->capture)
+ do_capture_move(m, st->capture, them, to);
// Move the piece
clear_bit(&(byColorBB[us]), from);
board[from] = EMPTY;
// Update hash key
- key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
+ st->key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
// Update incremental scores
- mgValue -= pst<MidGame>(us, piece, from);
- mgValue += pst<MidGame>(us, piece, to);
- egValue -= pst<EndGame>(us, piece, from);
- egValue += pst<EndGame>(us, piece, to);
+ st->mgValue -= pst<MidGame>(us, piece, from);
+ st->mgValue += pst<MidGame>(us, piece, to);
+ st->egValue -= pst<EndGame>(us, piece, from);
+ st->egValue += pst<EndGame>(us, piece, to);
// If the moving piece was a king, update the king square
if (piece == KING)
kingSquare[us] = to;
// Reset en passant square
- if (epSquare != SQ_NONE)
+ if (st->epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st->key ^= zobEp[st->epSquare];
+ st->epSquare = SQ_NONE;
}
// If the moving piece was a pawn do some special extra work
if (piece == PAWN)
{
// Reset rule 50 draw counter
- rule50 = 0;
+ st->rule50 = 0;
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
{
- epSquare = Square((int(from) + int(to)) / 2);
- key ^= zobEp[epSquare];
+ st->epSquare = Square((int(from) + int(to)) / 2);
+ st->key ^= zobEp[st->epSquare];
}
}
}
index[to] = index[from];
// Update castle rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[from];
- castleRights &= castleRightsMask[to];
- key ^= zobCastle[castleRights];
+ st->key ^= zobCastle[st->castleRights];
+ st->castleRights &= castleRightsMask[from];
+ st->castleRights &= castleRightsMask[to];
+ st->key ^= zobCastle[st->castleRights];
// Update checkers bitboard, piece must be already moved
- checkersBB = EmptyBoardBB;
+ st->checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
switch (piece)
{
- case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
- case KING: update_checkers<KING>(&checkersBB, ksq, from, to, oldDcCandidates); break;
+ case PAWN: update_checkers<PAWN>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KNIGHT: update_checkers<KNIGHT>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
+ case BISHOP: update_checkers<BISHOP>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
+ case ROOK: update_checkers<ROOK>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
+ case QUEEN: update_checkers<QUEEN>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
+ case KING: update_checkers<KING>(&st->checkersBB, ksq, from, to, oldDcCandidates); break;
default: assert(false); break;
}
+
+ update_hidden_checks(from, to);
}
// Finish
- key ^= zobSideToMove;
+ st->key ^= zobSideToMove;
sideToMove = opposite_color(sideToMove);
gamePly++;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
clear_bit(&(byTypeBB[capture]), to);
// Update hash key
- key ^= zobrist[them][capture][to];
+ st->key ^= zobrist[them][capture][to];
// If the captured piece was a pawn, update pawn hash key
if (capture == PAWN)
- pawnKey ^= zobrist[them][PAWN][to];
+ st->pawnKey ^= zobrist[them][PAWN][to];
// Update incremental scores
- mgValue -= pst<MidGame>(them, capture, to);
- egValue -= pst<EndGame>(them, capture, to);
+ st->mgValue -= pst<MidGame>(them, capture, to);
+ st->egValue -= pst<EndGame>(them, capture, to);
assert(!move_promotion(m) || capture != PAWN);
npMaterial[them] -= piece_value_midgame(capture);
// Update material hash key
- materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
+ st->materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
// Update piece count
pieceCount[them][capture]--;
index[pieceList[them][capture][index[to]]] = index[to];
// Reset rule 50 counter
- rule50 = 0;
+ st->rule50 = 0;
}
index[rto] = tmp;
// Update incremental scores
- mgValue -= pst<MidGame>(us, KING, kfrom);
- mgValue += pst<MidGame>(us, KING, kto);
- egValue -= pst<EndGame>(us, KING, kfrom);
- egValue += pst<EndGame>(us, KING, kto);
- mgValue -= pst<MidGame>(us, ROOK, rfrom);
- mgValue += pst<MidGame>(us, ROOK, rto);
- egValue -= pst<EndGame>(us, ROOK, rfrom);
- egValue += pst<EndGame>(us, ROOK, rto);
+ st->mgValue -= pst<MidGame>(us, KING, kfrom);
+ st->mgValue += pst<MidGame>(us, KING, kto);
+ st->egValue -= pst<EndGame>(us, KING, kfrom);
+ st->egValue += pst<EndGame>(us, KING, kto);
+ st->mgValue -= pst<MidGame>(us, ROOK, rfrom);
+ st->mgValue += pst<MidGame>(us, ROOK, rto);
+ st->egValue -= pst<EndGame>(us, ROOK, rfrom);
+ st->egValue += pst<EndGame>(us, ROOK, rto);
// Update hash key
- key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
- key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
+ st->key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
+ st->key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
// Clear en passant square
- if (epSquare != SQ_NONE)
+ if (st->epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st->key ^= zobEp[st->epSquare];
+ st->epSquare = SQ_NONE;
}
// Update castling rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[kfrom];
- key ^= zobCastle[castleRights];
+ st->key ^= zobCastle[st->castleRights];
+ st->castleRights &= castleRightsMask[kfrom];
+ st->key ^= zobCastle[st->castleRights];
// Reset rule 50 counter
- rule50 = 0;
+ st->rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st->checkersBB = attacks_to(king_square(them), us);
+
+ // Update hidden checks
+ find_hidden_checks();
}
/// Position::do_promotion_move() is a private method used to make a promotion
-/// move. It is called from the main Position::do_move function. The
-/// UndoInfo object, which has been initialized in Position::do_move, is
-/// used to store the captured piece (if any).
+/// move. It is called from the main Position::do_move function.
void Position::do_promotion_move(Move m) {
Color us, them;
Square from, to;
- PieceType capture, promotion;
+ PieceType promotion;
assert(is_ok());
assert(move_is_ok(m));
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
assert(color_of_piece_on(to) == them || square_is_empty(to));
- capture = type_of_piece_on(to);
+ st->capture = type_of_piece_on(to);
- if (capture)
- {
- previous->capture = capture;
- do_capture_move(m, capture, them, to);
- }
+ if (st->capture)
+ do_capture_move(m, st->capture, them, to);
// Remove pawn
clear_bit(&(byColorBB[us]), from);
board[to] = piece_of_color_and_type(us, promotion);
// Update hash key
- key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
+ st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from];
+ st->pawnKey ^= zobrist[us][PAWN][from];
// Update material key
- materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
- materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
+ st->materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
+ st->materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
// Update piece counts
pieceCount[us][PAWN]--;
index[to] = pieceCount[us][promotion] - 1;
// Update incremental scores
- mgValue -= pst<MidGame>(us, PAWN, from);
- mgValue += pst<MidGame>(us, promotion, to);
- egValue -= pst<EndGame>(us, PAWN, from);
- egValue += pst<EndGame>(us, promotion, to);
+ st->mgValue -= pst<MidGame>(us, PAWN, from);
+ st->mgValue += pst<MidGame>(us, promotion, to);
+ st->egValue -= pst<EndGame>(us, PAWN, from);
+ st->egValue += pst<EndGame>(us, promotion, to);
// Update material
npMaterial[us] += piece_value_midgame(promotion);
// Clear the en passant square
- if (epSquare != SQ_NONE)
+ if (st->epSquare != SQ_NONE)
{
- key ^= zobEp[epSquare];
- epSquare = SQ_NONE;
+ st->key ^= zobEp[st->epSquare];
+ st->epSquare = SQ_NONE;
}
// Update castle rights
- key ^= zobCastle[castleRights];
- castleRights &= castleRightsMask[to];
- key ^= zobCastle[castleRights];
+ st->key ^= zobCastle[st->castleRights];
+ st->castleRights &= castleRightsMask[to];
+ st->key ^= zobCastle[st->castleRights];
// Reset rule 50 counter
- rule50 = 0;
+ st->rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st->checkersBB = attacks_to(king_square(them), us);
+
+ // Update hidden checks
+ find_hidden_checks();
}
/// Position::do_ep_move() is a private method used to make an en passant
-/// capture. It is called from the main Position::do_move function. Because
-/// the captured piece is always a pawn, we don't need to pass an UndoInfo
-/// object in which to store the captured piece.
+/// capture. It is called from the main Position::do_move function.
void Position::do_ep_move(Move m) {
to = move_to(m);
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
- assert(to == epSquare);
+ assert(to == st->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == EMPTY);
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
board[from] = EMPTY;
// Update material hash key
- materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
+ st->materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
// Update piece count
pieceCount[them][PAWN]--;
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
// Update hash key
- key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- key ^= zobrist[them][PAWN][capsq];
- key ^= zobEp[epSquare];
+ st->key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st->key ^= zobrist[them][PAWN][capsq];
+ st->key ^= zobEp[st->epSquare];
// Update pawn hash key
- pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
- pawnKey ^= zobrist[them][PAWN][capsq];
+ st->pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
+ st->pawnKey ^= zobrist[them][PAWN][capsq];
// Update incremental scores
- mgValue -= pst<MidGame>(them, PAWN, capsq);
- mgValue -= pst<MidGame>(us, PAWN, from);
- mgValue += pst<MidGame>(us, PAWN, to);
- egValue -= pst<EndGame>(them, PAWN, capsq);
- egValue -= pst<EndGame>(us, PAWN, from);
- egValue += pst<EndGame>(us, PAWN, to);
+ st->mgValue -= pst<MidGame>(them, PAWN, capsq);
+ st->mgValue -= pst<MidGame>(us, PAWN, from);
+ st->mgValue += pst<MidGame>(us, PAWN, to);
+ st->egValue -= pst<EndGame>(them, PAWN, capsq);
+ st->egValue -= pst<EndGame>(us, PAWN, from);
+ st->egValue += pst<EndGame>(us, PAWN, to);
// Reset en passant square
- epSquare = SQ_NONE;
+ st->epSquare = SQ_NONE;
// Reset rule 50 counter
- rule50 = 0;
+ st->rule50 = 0;
// Update checkers BB
- checkersBB = attacks_to(king_square(them), us);
+ st->checkersBB = attacks_to(king_square(them), us);
+
+ // Update hidden checks
+ find_hidden_checks();
}
/// Position::undo_move() unmakes a move. When it returns, the position should
-/// be restored to exactly the same state as before the move was made. It is
-/// important that Position::undo_move is called with the same move and UndoInfo
-/// object as the earlier call to Position::do_move.
+/// be restored to exactly the same state as before the move was made.
void Position::undo_move(Move m) {
gamePly--;
sideToMove = opposite_color(sideToMove);
- // Restore information from our UndoInfo object (except the captured piece,
- // which is taken care of later)
- undoInfoUnion = *previous;
-
if (move_is_castle(m))
undo_castle_move(m);
else if (move_promotion(m))
pieceList[us][piece][index[to]] = from;
index[from] = index[to];
- if (capture)
+ if (st->capture)
{
- assert(capture != KING);
+ assert(st->capture != KING);
// Replace the captured piece
set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[st->capture]), to);
set_bit(&(byTypeBB[0]), to);
- board[to] = piece_of_color_and_type(them, capture);
+ board[to] = piece_of_color_and_type(them, st->capture);
// Update material
- if (capture != PAWN)
- npMaterial[them] += piece_value_midgame(capture);
+ if (st->capture != PAWN)
+ npMaterial[them] += piece_value_midgame(st->capture);
// Update piece list
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ pieceList[them][st->capture][pieceCount[them][st->capture]] = to;
+ index[to] = pieceCount[them][st->capture];
// Update piece count
- pieceCount[them][capture]++;
+ pieceCount[them][st->capture]++;
} else
board[to] = EMPTY;
}
+ // Finally point out state pointer back to the previous state
+ st = st->previous;
+
assert(is_ok());
}
/// Position::undo_promotion_move() is a private method used to unmake a
/// promotion move. It is called from the main Position::do_move
-/// function. The UndoInfo object, which has been initialized in
-/// Position::do_move, is used to put back the captured piece (if any).
+/// function.
void Position::undo_promotion_move(Move m) {
pieceCount[us][promotion]--;
pieceCount[us][PAWN]++;
- if (capture)
+ if (st->capture)
{
- assert(capture != KING);
+ assert(st->capture != KING);
// Insert captured piece:
set_bit(&(byColorBB[them]), to);
- set_bit(&(byTypeBB[capture]), to);
+ set_bit(&(byTypeBB[st->capture]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
- board[to] = piece_of_color_and_type(them, capture);
+ board[to] = piece_of_color_and_type(them, st->capture);
// Update material. Because the move is a promotion move, we know
// that the captured piece cannot be a pawn.
- assert(capture != PAWN);
- npMaterial[them] += piece_value_midgame(capture);
+ assert(st->capture != PAWN);
+ npMaterial[them] += piece_value_midgame(st->capture);
// Update piece list
- pieceList[them][capture][pieceCount[them][capture]] = to;
- index[to] = pieceCount[them][capture];
+ pieceList[them][st->capture][pieceCount[them][st->capture]] = to;
+ index[to] = pieceCount[them][st->capture];
// Update piece count
- pieceCount[them][capture]++;
+ pieceCount[them][st->capture]++;
} else
board[to] = EMPTY;
}
/// Position::undo_ep_move() is a private method used to unmake an en passant
-/// capture. It is called from the main Position::undo_move function. Because
-/// the captured piece is always a pawn, we don't need to pass an UndoInfo
-/// object from which to retrieve the captured piece.
+/// capture. It is called from the main Position::undo_move function.
void Position::undo_ep_move(Move m) {
Square to = move_to(m);
Square capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
- assert(to == ep_square());
+ assert(to == st->previous->epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == piece_of_color_and_type(us, PAWN));
assert(piece_on(from) == EMPTY);
/// Position::do_null_move makes() a "null move": It switches the side to move
/// and updates the hash key without executing any move on the board.
-void Position::do_null_move(UndoInfo& u) {
+void Position::do_null_move(StateInfo& newSt) {
assert(is_ok());
assert(!is_check());
// Back up the information necessary to undo the null move to the supplied
- // UndoInfo object. In the case of a null move, the only thing we need to
+ // StateInfo object. In the case of a null move, the only thing we need to
// remember is the last move made and the en passant square.
- u.lastMove = lastMove;
- u.epSquare = epSquare;
- u.previous = previous;
- previous = &u;
+ newSt.lastMove = st->lastMove;
+ newSt.epSquare = st->epSquare;
+ newSt.previous = st->previous;
+ st->previous = &newSt;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
- history[gamePly] = key;
+ history[gamePly] = st->key;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
- if (epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (st->epSquare != SQ_NONE)
+ st->key ^= zobEp[st->epSquare];
- epSquare = SQ_NONE;
- rule50++;
+ st->epSquare = SQ_NONE;
+ st->rule50++;
gamePly++;
- key ^= zobSideToMove;
+ st->key ^= zobSideToMove;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
assert(is_ok());
assert(!is_check());
- // Restore information from the our UndoInfo object
- lastMove = previous->lastMove;
- epSquare = previous->epSquare;
- previous = previous->previous;
+ // Restore information from the our StateInfo object
+ st->lastMove = st->previous->lastMove;
+ st->epSquare = st->previous->epSquare;
+ st->previous = st->previous->previous;
- if (epSquare != SQ_NONE)
- key ^= zobEp[epSquare];
+ if (st->epSquare != SQ_NONE)
+ st->key ^= zobEp[st->epSquare];
// Update the necessary information
sideToMove = opposite_color(sideToMove);
- rule50--;
+ st->rule50--;
gamePly--;
- key ^= zobSideToMove;
+ st->key ^= zobSideToMove;
- mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
- egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
+ st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
+ st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
/// Position::see() is a static exchange evaluator: It tries to estimate the
-/// material gain or loss resulting from a move. There are three versions of
+/// material gain or loss resulting from a move. There are three versions of
/// this function: One which takes a destination square as input, one takes a
/// move, and one which takes a 'from' and a 'to' square. The function does
/// not yet understand promotions captures.
Color us = (from != SQ_NONE ? color_of_piece_on(from) : opposite_color(color_of_piece_on(to)));
Color them = opposite_color(us);
+ // Initialize pinned and pinners bitboards
+ Bitboard pinned[2], pinners[2];
+ pinned[us] = pinned_pieces(us, pinners[us]);
+ pinned[them] = pinned_pieces(them, pinners[them]);
+
// Initialize pieces
Piece piece = piece_on(from);
Piece capture = piece_on(to);
occ = occupied_squares();
// Handle en passant moves
- if (epSquare == to && type_of_piece_on(from) == PAWN)
+ if (st->epSquare == to && type_of_piece_on(from) == PAWN)
{
assert(capture == EMPTY);
| (pawn_attacks(WHITE, to) & pawns(BLACK))
| (pawn_attacks(BLACK, to) & pawns(WHITE));
+ // Remove our pinned pieces from attacks if the captured piece is not
+ // a pinner, otherwise we could remove a valid "capture the pinner" attack.
+ if (pinned[us] != EmptyBoardBB && !bit_is_set(pinners[us], to))
+ attackers &= ~pinned[us];
+
+ // Remove opponent pinned pieces from attacks if the moving piece is not
+ // a pinner, otherwise we could remove a piece that is no more pinned
+ // due to our pinner piece is moving away.
+ if (pinned[them] != EmptyBoardBB && !bit_is_set(pinners[them], from))
+ attackers &= ~pinned[them];
+
if (from != SQ_NONE)
break;
swapList[0] = seeValues[capture];
do {
- // Locate the least valuable attacker for the side to move. The loop
+ // Locate the least valuable attacker for the side to move. The loop
// below looks like it is potentially infinite, but it isn't. We know
// that the side to move still has at least one attacker left.
for (pt = PAWN; !(attackers & pieces_of_color_and_type(c, pt)); pt++)
lastCapturingPieceValue = seeValues[pt];
c = opposite_color(c);
+ // Remove pinned pieces from attackers
+ if ( pinned[c] != EmptyBoardBB
+ && !bit_is_set(pinners[c], to)
+ && !(pinners[c] & attackers))
+ attackers &= ~pinned[c];
+
// Stop after a king capture
if (pt == KING && (attackers & pieces_of_color(c)))
{
}
+/// Position::setStartState() copies the content of the argument
+/// inside startState and makes st point to it. This is needed
+/// when the st pointee could become stale, as example because
+/// the caller is about to going out of scope.
+
+void Position::setStartState(const StateInfo& s) {
+
+ startState = s;
+ st = &startState;
+}
+
+
/// Position::clear() erases the position object to a pristine state, with an
/// empty board, white to move, and no castling rights.
void Position::clear() {
+ st = &startState;
+ memset(st, 0, sizeof(StateInfo));
+ st->epSquare = SQ_NONE;
+
+ memset(index, 0, sizeof(int) * 64);
+ memset(byColorBB, 0, sizeof(Bitboard) * 2);
+
for (int i = 0; i < 64; i++)
- {
board[i] = EMPTY;
- index[i] = 0;
- }
-
- for (int i = 0; i < 2; i++)
- byColorBB[i] = EmptyBoardBB;
for (int i = 0; i < 7; i++)
{
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
}
- checkersBB = EmptyBoardBB;
- for (Color c = WHITE; c <= BLACK; c++)
- pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
-
- lastMove = MOVE_NONE;
-
sideToMove = WHITE;
- castleRights = NO_CASTLES;
+ gamePly = 0;
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
- epSquare = SQ_NONE;
- rule50 = 0;
- gamePly = 0;
- previous = NULL;
}
void Position::allow_oo(Color c) {
- castleRights |= (1 + int(c));
+ st->castleRights |= (1 + int(c));
}
void Position::allow_ooo(Color c) {
- castleRights |= (4 + 4*int(c));
+ st->castleRights |= (4 + 4*int(c));
}
if (ep_square() != SQ_NONE)
result ^= zobEp[ep_square()];
- result ^= zobCastle[castleRights];
+ result ^= zobCastle[st->castleRights];
if (side_to_move() == BLACK)
result ^= zobSideToMove;
return true;
// Draw by the 50 moves rule?
- if (rule50 > 100 || (rule50 == 100 && !is_check()))
+ if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
// Draw by repetition?
- for (int i = 2; i < Min(gamePly, rule50); i += 2)
- if (history[gamePly - i] == key)
+ for (int i = 2; i < Min(gamePly, st->rule50); i += 2)
+ if (history[gamePly - i] == st->key)
return true;
return false;
bool Position::has_mate_threat(Color c) {
- UndoInfo u1, u2;
+ StateInfo st1, st2;
Color stm = side_to_move();
// The following lines are useless and silly, but prevents gcc from
// emitting a stupid warning stating that u1.lastMove and u1.epSquare might
// be used uninitialized.
- u1.lastMove = lastMove;
- u1.epSquare = epSquare;
+ st1.lastMove = st->lastMove;
+ st1.epSquare = st->epSquare;
if (is_check())
return false;
// If the input color is not equal to the side to move, do a null move
if (c != stm)
- do_null_move(u1);
+ do_null_move(st1);
MoveStack mlist[120];
int count;
// Loop through the moves, and see if one of them is mate
for (int i = 0; i < count; i++)
{
- do_move(mlist[i].move, u2);
+ do_move(mlist[i].move, st2);
if (is_mate())
result = true;
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
// En passant square
- if (pos.epSquare != SQ_NONE)
- epSquare = flip_square(pos.epSquare);
+ if (pos.st->epSquare != SQ_NONE)
+ st->epSquare = flip_square(pos.st->epSquare);
// Checkers
find_checkers();
// Hash keys
- key = compute_key();
- pawnKey = compute_pawn_key();
- materialKey = compute_material_key();
+ st->key = compute_key();
+ st->pawnKey = compute_pawn_key();
+ st->materialKey = compute_material_key();
// Incremental scores
- mgValue = compute_value<MidGame>();
- egValue = compute_value<EndGame>();
+ st->mgValue = compute_value<MidGame>();
+ st->egValue = compute_value<EndGame>();
// Material
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
- if (debugCheckerCount && count_1s(checkersBB) > 2)
+ if (debugCheckerCount && count_1s(st->checkersBB) > 2)
return false;
// Bitboards OK?
// Hash key OK?
if (failedStep) (*failedStep)++;
- if (debugKey && key != compute_key())
+ if (debugKey && st->key != compute_key())
return false;
// Pawn hash key OK?
if (failedStep) (*failedStep)++;
- if (debugPawnKey && pawnKey != compute_pawn_key())
+ if (debugPawnKey && st->pawnKey != compute_pawn_key())
return false;
// Material hash key OK?
if (failedStep) (*failedStep)++;
- if (debugMaterialKey && materialKey != compute_material_key())
+ if (debugMaterialKey && st->materialKey != compute_material_key())
return false;
// Incremental eval OK?
if (failedStep) (*failedStep)++;
if (debugIncrementalEval)
{
- if (mgValue != compute_value<MidGame>())
+ if (st->mgValue != compute_value<MidGame>())
return false;
- if (egValue != compute_value<EndGame>())
+ if (st->egValue != compute_value<EndGame>())
return false;
}