struct StateInfo {
Key pawnKey, materialKey;
- Value npMaterial[COLOR_NB];
+ Value nonPawnMaterial[COLOR_NB];
int castlingRights, rule50, pliesFromNull;
Score psq;
Square epSquare;
friend std::ostream& operator<<(std::ostream&, const Position&);
+ // Disable the default copy constructor
+ Position(const Position&);
+
public:
Position() {}
- Position(const Position& pos, Thread* t) { *this = pos; thisThread = t; }
- Position(const std::string& f, bool c960, Thread* t) { set(f, c960, t); }
+ 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&);
static void init();
// Attacks to/from a given square
Bitboard attackers_to(Square s) const;
- Bitboard attackers_to(Square s, Bitboard occ) 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;
uint64_t nodes_searched() const;
void set_nodes_searched(uint64_t n);
bool is_draw() const;
+ int rule50_count() const;
// Position consistency check, for debugging
bool pos_is_ok(int* step = NULL) 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 int Position::rule50_count() const {
+ return st->rule50;
+}
+
inline bool Position::opposite_bishops() const {
return pieceCount[WHITE][BISHOP] == 1
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[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