/*
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
#define POSITION_H_INCLUDED
#include <cassert>
-#include <cstddef>
+#include <cstddef> // For offsetof()
+#include <string>
#include "bitboard.h"
#include "types.h"
-
-/// The checkInfo struct is initialized at c'tor time and keeps info used
-/// to detect if a move gives check.
class Position;
struct Thread;
+/// CheckInfo struct is initialized at c'tor time and keeps info used to detect
+/// if a move gives check.
+
struct CheckInfo {
explicit CheckInfo(const Position&);
Bitboard dcCandidates;
Bitboard pinned;
Bitboard checkSq[PIECE_TYPE_NB];
- Square ksq;
+ Square ksq;
};
-/// The StateInfo struct stores information needed to restore a Position
-/// object to its previous state when we retract a move. Whenever a move
-/// is made on the board (by calling Position::do_move), a StateInfo
-/// object must be passed as a parameter.
+/// StateInfo struct stores information needed to restore a Position object to
+/// its previous state when we retract a move. Whenever a move is made on the
+/// board (by calling Position::do_move), a StateInfo object must be passed.
struct StateInfo {
- Key pawnKey, materialKey;
- Value npMaterial[COLOR_NB];
- int castlingRights, rule50, pliesFromNull;
- Score psq;
+
+ // Copied when making a move
+ Key pawnKey;
+ Key materialKey;
+ Value nonPawnMaterial[COLOR_NB];
+ int castlingRights;
+ int rule50;
+ int pliesFromNull;
+ Score psq;
Square epSquare;
- Key key;
- Bitboard checkersBB;
- PieceType capturedType;
+ // Not copied when making a move
+ Key key;
+ Bitboard checkersBB;
+ PieceType capturedType;
StateInfo* previous;
};
/// When making a move the current StateInfo up to 'key' excluded is copied to
-/// the new one. Here we calculate the quad words (64bits) needed to be copied.
+/// the new one. Here we calculate the quad words (64 bit) needed to be copied.
const size_t StateCopySize64 = offsetof(StateInfo, key) / sizeof(uint64_t) + 1;
-/// The Position class stores the information regarding the board representation
-/// like pieces, side to move, hash keys, castling info, etc. The most important
-/// methods are do_move() and undo_move(), used by the search to update node info
-/// when traversing the search tree.
+/// Position class stores information regarding the board representation as
+/// pieces, side to move, hash keys, castling info, etc. Important methods are
+/// do_move() and undo_move(), used by the search to update node info when
+/// traversing the search tree.
class Position {
+
+ friend std::ostream& operator<<(std::ostream&, const Position&);
+
+ Position(const Position&); // Disable the default copy constructor
+
public:
- Position() {}
- Position(const Position& p, Thread* t) { *this = p; thisThread = t; }
- Position(const std::string& f, bool c960, Thread* t) { set(f, c960, t); }
- Position& operator=(const Position&);
static void init();
- // Text input/output
+ Position() {} // To define the global object RootPos
+ Position(const Position& pos, Thread* th) { *this = pos; thisThread = th; }
+ Position(const std::string& f, bool c960, Thread* th) { set(f, c960, th); }
+ Position& operator=(const Position&); // To assign RootPos from UCI
+
+ // FEN string input/output
void set(const std::string& fenStr, bool isChess960, Thread* th);
const std::string fen() const;
- const std::string pretty(Move m = MOVE_NONE) const;
// Position representation
Bitboard pieces() const;
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
- Bitboard attackers_to(Square s, Bitboard occ) const;
- Bitboard attacks_from(Piece p, Square s) const;
+ Bitboard attackers_to(Square s, Bitboard occupied) const;
+ Bitboard attacks_from(Piece pc, Square s) const;
template<PieceType> Bitboard attacks_from(Square s) const;
template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Piece specific
bool pawn_passed(Color c, Square s) const;
bool pawn_on_7th(Color c) const;
- bool bishop_pair(Color c) const;
bool opposite_bishops() const;
// Doing and undoing moves
// Accessing hash keys
Key key() const;
+ Key key_after(Move m) const;
Key exclusion_key() const;
- Key pawn_key() const;
Key material_key() const;
-
- // Incremental piece-square evaluation
- Score psq_score() const;
- Value non_pawn_material(Color c) const;
+ Key pawn_key() const;
// Other properties of the position
Color side_to_move() const;
+ Phase game_phase() const;
int game_ply() const;
bool is_chess960() const;
Thread* this_thread() const;
uint64_t nodes_searched() const;
void set_nodes_searched(uint64_t n);
bool is_draw() const;
+ int rule50_count() const;
+ Score psq_score() const;
+ Value non_pawn_material(Color c) const;
// Position consistency check, for debugging
- bool pos_is_ok(int* failedStep = NULL) const;
+ bool pos_is_ok(int* step = NULL) const;
void flip();
private:
void set_castling_right(Color c, Square rfrom);
void set_state(StateInfo* si) const;
- // Helper functions
+ // Other helpers
Bitboard check_blockers(Color c, Color kingColor) const;
void put_piece(Square s, Color c, PieceType pt);
void remove_piece(Square s, Color c, PieceType pt);
template<bool Do>
void do_castling(Square from, Square& to, Square& rfrom, Square& rto);
- // Board and pieces
+ // Data members
Piece board[SQUARE_NB];
Bitboard byTypeBB[PIECE_TYPE_NB];
Bitboard byColorBB[COLOR_NB];
int pieceCount[COLOR_NB][PIECE_TYPE_NB];
Square pieceList[COLOR_NB][PIECE_TYPE_NB][16];
int index[SQUARE_NB];
-
- // Other info
int castlingRightsMask[SQUARE_NB];
Square castlingRookSquare[CASTLING_RIGHT_NB];
Bitboard castlingPath[CASTLING_RIGHT_NB];
bool chess960;
};
-inline uint64_t Position::nodes_searched() const {
- return nodes;
+inline Color Position::side_to_move() const {
+ return sideToMove;
}
-inline void Position::set_nodes_searched(uint64_t n) {
- nodes = n;
+inline bool Position::empty(Square s) const {
+ return board[s] == NO_PIECE;
}
inline Piece Position::piece_on(Square s) const {
return board[from_sq(m)];
}
-inline bool Position::empty(Square s) const {
- return board[s] == NO_PIECE;
-}
-
-inline Color Position::side_to_move() const {
- return sideToMove;
-}
-
inline Bitboard Position::pieces() const {
return byTypeBB[ALL_PIECES];
}
return pieceList[c][Pt];
}
-inline Square Position::ep_square() const {
- return st->epSquare;
-}
-
inline Square Position::king_square(Color c) const {
return pieceList[c][KING][0];
}
+inline Square Position::ep_square() const {
+ return st->epSquare;
+}
+
inline int Position::can_castle(CastlingRight cr) const {
return st->castlingRights & cr;
}
template<PieceType Pt>
inline Bitboard Position::attacks_from(Square s) const {
-
return Pt == BISHOP || Pt == ROOK ? attacks_bb<Pt>(s, byTypeBB[ALL_PIECES])
: Pt == QUEEN ? attacks_from<ROOK>(s) | attacks_from<BISHOP>(s)
: StepAttacksBB[Pt][s];
return StepAttacksBB[make_piece(c, PAWN)][s];
}
-inline Bitboard Position::attacks_from(Piece p, Square s) const {
- return attacks_bb(p, s, byTypeBB[ALL_PIECES]);
+inline Bitboard Position::attacks_from(Piece pc, Square s) const {
+ return attacks_bb(pc, s, byTypeBB[ALL_PIECES]);
}
inline Bitboard Position::attackers_to(Square s) const {
}
inline Value Position::non_pawn_material(Color c) const {
- return st->npMaterial[c];
+ return st->nonPawnMaterial[c];
}
inline int Position::game_ply() const {
return gamePly;
}
-inline bool Position::opposite_bishops() const {
+inline int Position::rule50_count() const {
+ return st->rule50;
+}
- return pieceCount[WHITE][BISHOP] == 1
- && pieceCount[BLACK][BISHOP] == 1
- && opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
+inline uint64_t Position::nodes_searched() const {
+ return nodes;
}
-inline bool Position::bishop_pair(Color c) const {
+inline void Position::set_nodes_searched(uint64_t n) {
+ nodes = n;
+}
- return pieceCount[c][BISHOP] >= 2
- && opposite_colors(pieceList[c][BISHOP][0], pieceList[c][BISHOP][1]);
+inline bool Position::opposite_bishops() const {
+ return pieceCount[WHITE][BISHOP] == 1
+ && pieceCount[BLACK][BISHOP] == 1
+ && opposite_colors(pieceList[WHITE][BISHOP][0], pieceList[BLACK][BISHOP][0]);
}
inline bool Position::pawn_on_7th(Color c) const {
inline bool Position::capture(Move m) const {
- // Note that castling is encoded as "king captures the rook"
+ // Castling is encoded as "king captures the rook"
assert(is_ok(m));
return (!empty(to_sq(m)) && type_of(m) != CASTLING) || type_of(m) == ENPASSANT;
}
byColorBB[c] |= s;
index[s] = pieceCount[c][pt]++;
pieceList[c][pt][index[s]] = s;
+ pieceCount[c][ALL_PIECES]++;
}
inline void Position::move_piece(Square from, Square to, Color c, PieceType pt) {
- // index[from] is not updated and becomes stale. This works as long
- // as index[] is accessed just by known occupied squares.
+ // index[from] is not updated and becomes stale. This works as long as index[]
+ // is accessed just by known occupied squares.
Bitboard from_to_bb = SquareBB[from] ^ SquareBB[to];
byTypeBB[ALL_PIECES] ^= from_to_bb;
byTypeBB[pt] ^= from_to_bb;
byTypeBB[ALL_PIECES] ^= s;
byTypeBB[pt] ^= s;
byColorBB[c] ^= s;
- /* board[s] = NO_PIECE; */ // Not needed, will be overwritten by capturing
+ /* board[s] = NO_PIECE; Not needed, overwritten by the capturing one */
Square lastSquare = pieceList[c][pt][--pieceCount[c][pt]];
index[lastSquare] = index[s];
pieceList[c][pt][index[lastSquare]] = lastSquare;
pieceList[c][pt][pieceCount[c][pt]] = SQ_NONE;
+ pieceCount[c][ALL_PIECES]--;
}
#endif // #ifndef POSITION_H_INCLUDED