/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008 Marco Costalba
+ Copyright (C) 2008-2010 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
#if !defined(POSITION_H_INCLUDED)
#define POSITION_H_INCLUDED
-// Disable a silly and noisy warning from MSVC compiler
+// Disable some silly and noisy warning from MSVC compiler
#if defined(_MSC_VER)
// Forcing value to bool 'true' or 'false' (performance warning)
#pragma warning(disable: 4800)
+// Conditional expression is constant
+#pragma warning(disable: 4127)
+
+
#endif
////
#include "direction.h"
#include "move.h"
#include "piece.h"
-#include "phase.h"
#include "square.h"
#include "value.h"
//// Constants
////
-/// FEN string for the initial position:
-const std::string StartPosition =
- "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
-
/// Maximum number of plies per game (220 should be enough, because the
/// maximum search depth is 100, and during position setup we reset the
-/// move counter for every non-reversible move):
+/// move counter for every non-reversible move).
const int MaxGameLength = 220;
//// Types
////
-/// Castle rights, encoded as bit fields:
+/// struct checkInfo 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 checkSq[8];
+ Square ksq;
+};
+
+/// Castle rights, encoded as bit fields
enum CastleRights {
- NO_CASTLES = 0,
- WHITE_OO = 1,
- BLACK_OO = 2,
- WHITE_OOO = 4,
- BLACK_OOO = 8,
- ALL_CASTLES = 15
+ CASTLES_NONE = 0,
+ WHITE_OO = 1,
+ BLACK_OO = 2,
+ WHITE_OOO = 4,
+ BLACK_OOO = 8,
+ ALL_CASTLES = 15
};
+/// Game phase
+enum Phase {
+ PHASE_ENDGAME = 0,
+ PHASE_MIDGAME = 128
+};
-/// The UndoInfo struct stores information we need to restore a Position
+
+/// The StateInfo struct stores information we need 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), an UndoInfo object
-/// must be passed as a parameter. When the move is unmade (by calling
-/// Position::undo_move), the same UndoInfo object must be passed again.
-
-struct UndoInfo {
- Bitboard pinners[2], pinned[2], dcCandidates[2], checkersBB;
- Key key, pawnKey, materialKey;
- int castleRights, rule50;
+/// is made on the board (by calling Position::do_move), an StateInfo object
+/// must be passed as a parameter.
+
+struct StateInfo {
+ Key pawnKey, materialKey;
+ int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
- Move lastMove;
- Value mgValue, egValue;
- PieceType capture;
- UndoInfo* previous;
+ Score value;
+ Value npMaterial[2];
+
+ PieceType capturedType;
+ Key key;
+ Bitboard checkersBB;
+ StateInfo* previous;
};
-/// The position data structure. A position consists of the following data:
+/// The position data structure. A position consists of the following data:
///
/// * For each piece type, a bitboard representing the squares occupied
/// by pieces of that type.
-/// * For each color, a bitboard representing the squares occupiecd by
+/// * For each color, a bitboard representing the squares occupied by
/// pieces of that color.
/// * A bitboard of all occupied squares.
/// * A bitboard of all checking pieces.
/// * A 64-entry array of pieces, indexed by the squares of the board.
/// * The current side to move.
/// * Information about the castling rights for both sides.
-/// * The initial files of the kings and both pairs of rooks. This is
+/// * The initial files of the kings and both pairs of rooks. This is
/// used to implement the Chess960 castling rules.
/// * The en passant square (which is SQ_NONE if no en passant capture is
/// possible).
/// * The squares of the kings for both sides.
-/// * The last move played.
/// * Hash keys for the position itself, the current pawn structure, and
/// the current material situation.
-/// * Hash keys for all previous positions in the game (for detecting
+/// * Hash keys for all previous positions in the game for detecting
/// repetition draws.
/// * A counter for detecting 50 move rule draws.
friend class MaterialInfo;
friend class EndgameFunctions;
+ Position(); // No default or copy c'tor allowed
+ Position(const Position& pos);
+
public:
+ enum GamePhase {
+ MidGame,
+ EndGame
+ };
+
// Constructors
- Position() {};
- Position(const Position& pos);
- Position(const std::string& fen);
+ explicit Position(int threadID);
+ Position(const Position& pos, int threadID);
+ Position(const std::string& fen, int threadID);
// Text input/output
void from_fen(const std::string& fen);
void print(Move m = MOVE_NONE) const;
// Copying
- void copy(const Position &pos);
- void flipped_copy(const Position &pos);
+ void flipped_copy(const Position& pos);
// The piece on a given square
Piece piece_on(Square s) const;
Bitboard empty_squares() const;
Bitboard occupied_squares() const;
Bitboard pieces_of_color(Color c) const;
- Bitboard pieces_of_type(PieceType pt) const;
- Bitboard pieces_of_color_and_type(Color c, PieceType pt) const;
- Bitboard pawns() const;
- Bitboard knights() const;
- Bitboard bishops() const;
- Bitboard rooks() const;
- Bitboard queens() const;
- Bitboard kings() const;
- Bitboard rooks_and_queens() const;
- Bitboard bishops_and_queens() const;
- Bitboard sliders() const;
- Bitboard pawns(Color c) const;
- Bitboard knights(Color c) const;
- Bitboard bishops(Color c) const;
- Bitboard rooks(Color c) const;
- Bitboard queens(Color c) const;
- Bitboard kings(Color c) const;
- Bitboard rooks_and_queens(Color c) const;
- Bitboard bishops_and_queens(Color c) const;
- Bitboard sliders_of_color(Color c) const;
+ Bitboard pieces(PieceType pt) const;
+ Bitboard pieces(PieceType pt, Color c) const;
+ Bitboard pieces(PieceType pt1, PieceType pt2) const;
+ Bitboard pieces(PieceType pt1, PieceType pt2, Color c) const;
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
Square initial_kr_square(Color c) const;
Square initial_qr_square(Color c) const;
- // Attack bitboards
- Bitboard sliding_attacks(Square s, Direction d) const;
- Bitboard ray_attacks(Square s, SignedDirection d) const;
- Bitboard pawn_attacks(Color c, Square s) const;
-
- template<PieceType>
- Bitboard piece_attacks(Square s) const;
-
// Bitboards for pinned pieces and discovered check candidates
Bitboard discovered_check_candidates(Color c) const;
- Bitboard pinned_pieces(Color c, Bitboard& p) const;
Bitboard pinned_pieces(Color c) const;
- // Checking pieces
+ // Checking pieces and under check information
Bitboard checkers() const;
+ bool is_check() const;
// Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
+ const Square* piece_list_begin(Color c, PieceType pt) const;
- // Attack information for a given square
- bool square_is_attacked(Square s, Color c) const;
- Bitboard attacks_to(Square s) const;
- Bitboard attacks_to(Square s, Color c) const;
- bool is_check() const;
- bool pawn_attacks_square(Color c, Square f, Square t) const;
-
- template<PieceType>
- Bitboard piece_attacks_square(Square f, Square t) const; // Dispatch at compile-time
-
- bool piece_attacks_square(Piece p, Square f, Square t) const; // Dispatch at run-time
+ // Information about attacks to or from a given square
+ Bitboard attackers_to(Square s) const;
+ Bitboard attacks_from(Piece p, Square s) const;
+ template<PieceType> Bitboard attacks_from(Square s) const;
+ template<PieceType> Bitboard attacks_from(Square s, Color c) const;
// Properties of moves
- bool pl_move_is_legal(Move m) const;
+ bool pl_move_is_legal(Move m, Bitboard pinned) const;
+ bool pl_move_is_evasion(Move m, Bitboard pinned) const;
bool move_is_check(Move m) const;
+ bool move_is_check(Move m, const CheckInfo& ci) const;
bool move_is_capture(Move m) const;
- bool move_is_deep_pawn_push(Move m) const;
- bool move_is_pawn_push_to_7th(Move m) const;
+ bool move_is_capture_or_promotion(Move m) const;
bool move_is_passed_pawn_push(Move m) const;
- bool move_was_passed_pawn_push(Move m) const;
bool move_attacks_square(Move m, Square s) const;
+ // Piece captured with previous moves
+ PieceType captured_piece_type() const;
+
// Information about pawns
bool pawn_is_passed(Color c, Square s) const;
- bool pawn_is_isolated(Color c, Square s) const;
- bool pawn_is_doubled(Color c, Square s) const;
-
- // Open and half-open files
- bool file_is_open(File f) const;
- bool file_is_half_open(Color c, File f) const;
// Weak squares
bool square_is_weak(Square s, Color c) const;
// Doing and undoing moves
- void do_move(Move m, UndoInfo &u);
+ void detach();
+ void do_move(Move m, StateInfo& st);
+ void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
- void do_null_move(UndoInfo &u);
+ void do_null_move(StateInfo& st);
void undo_null_move();
// Static exchange evaluation
int see(Square from, Square to) const;
int see(Move m) const;
- int see(Square to) const;
+ int see_sign(Move m) const;
// Accessing hash keys
Key get_key() const;
+ Key get_exclusion_key() const;
Key get_pawn_key() const;
Key get_material_key() const;
// Incremental evaluation
- Value mg_value() const;
- Value eg_value() const;
+ Score value() const;
Value non_pawn_material(Color c) const;
- Phase game_phase() const;
- Value mg_pst_delta(Move m) const;
+ static Score pst_delta(Piece piece, Square from, Square to);
// Game termination checks
bool is_mate() const;
bool is_draw() const;
- // Check if one side threatens a mate in one
- bool has_mate_threat(Color c);
+ // Check if side to move could be mated in one
+ bool has_mate_threat();
// Number of plies since the last non-reversible move
int rule_50_counter() const;
+ int startpos_ply_counter() const;
+
// Other properties of the position
bool opposite_colored_bishops() const;
bool has_pawn_on_7th(Color c) const;
+ bool is_chess960() const;
+
+ // Current thread ID searching on the position
+ int thread() const;
// Reset the gamePly variable to 0
void reset_game_ply();
+ void inc_startpos_ply_counter();
+
// Position consistency check, for debugging
bool is_ok(int* failedStep = NULL) const;
- // Static member functions:
+ // Static member functions
static void init_zobrist();
static void init_piece_square_tables();
private:
+
// Initialization helper functions (used while setting up a position)
void clear();
void put_piece(Piece p, Square s);
void allow_oo(Color c);
void allow_ooo(Color c);
+ bool set_castling_rights(char token);
// Helper functions for doing and undoing moves
- void do_capture_move(Move m, PieceType capture, Color them, Square to);
+ void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
void do_castle_move(Move m);
- void do_promotion_move(Move m);
- void do_ep_move(Move m);
void undo_castle_move(Move m);
- void undo_promotion_move(Move m);
- void undo_ep_move(Move m);
void find_checkers();
- template<PieceType Piece>
- void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
-
- template<PieceType Piece, bool FindPinned>
- Bitboard hidden_checks(Color c, Square ksq, Bitboard& pinners) const;
+ template<bool FindPinned>
+ Bitboard hidden_checkers(Color c) const;
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
- enum GamePhase {
- MidGame,
- EndGame
- };
- template<GamePhase> Value pst(Color c, PieceType pt, Square s) const;
- template<GamePhase> Value compute_value() const;
+ static Score pst(Color c, PieceType pt, Square s);
+ Score compute_value() const;
Value compute_non_pawn_material(Color c) const;
- // Bitboards
- Bitboard byColorBB[2], byTypeBB[8];
-
// Board
Piece board[64];
+ // Bitboards
+ Bitboard byTypeBB[8], byColorBB[2];
+
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
- int index[64];
+ int index[64]; // [square]
// Other info
- Square kingSquare[2];
Color sideToMove;
- int gamePly;
Key history[MaxGameLength];
- Value npMaterial[2];
+ int castleRightsMask[64];
+ StateInfo startState;
File initialKFile, initialKRFile, initialQRFile;
-
- // Info backed up in do_move()
- union {
- UndoInfo undoInfoUnion;
- struct { // Must have the same layout of UndoInfo
- mutable Bitboard pinners[2], pinned[2], dcCandidates[2];
- Bitboard checkersBB;
- Key key, pawnKey, materialKey;
- int castleRights, rule50;
- Square epSquare;
- Move lastMove;
- Value mgValue, egValue;
- PieceType capture;
- UndoInfo* previous;
- } st;
- };
+ bool isChess960;
+ int startPosPlyCounter;
+ int threadID;
+ StateInfo* st;
// Static variables
- static int castleRightsMask[64];
static Key zobrist[2][8][64];
static Key zobEp[64];
static Key zobCastle[16];
- static Key zobMaterial[2][8][16];
static Key zobSideToMove;
- static Value MgPieceSquareTable[16][64];
- static Value EgPieceSquareTable[16][64];
+ static Score PieceSquareTable[16][64];
+ static Key zobExclusion;
+ static const Value seeValues[8];
};
}
inline bool Position::square_is_empty(Square s) const {
- return piece_on(s) == EMPTY;
+ return piece_on(s) == PIECE_NONE;
}
inline bool Position::square_is_occupied(Square s) const {
}
inline Value Position::midgame_value_of_piece_on(Square s) const {
- return piece_value_midgame(piece_on(s));
+ return PieceValueMidgame[piece_on(s)];
}
inline Value Position::endgame_value_of_piece_on(Square s) const {
- return piece_value_endgame(piece_on(s));
+ return PieceValueEndgame[piece_on(s)];
}
inline Color Position::side_to_move() const {
return byColorBB[c];
}
-inline Bitboard Position::pieces_of_type(PieceType pt) const {
+inline Bitboard Position::pieces(PieceType pt) const {
return byTypeBB[pt];
}
-inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt) const {
- return pieces_of_color(c) & pieces_of_type(pt);
-}
-
-inline Bitboard Position::pawns() const {
- return pieces_of_type(PAWN);
-}
-
-inline Bitboard Position::knights() const {
- return pieces_of_type(KNIGHT);
-}
-
-inline Bitboard Position::bishops() const {
- return pieces_of_type(BISHOP);
-}
-
-inline Bitboard Position::rooks() const {
- return pieces_of_type(ROOK);
-}
-
-inline Bitboard Position::queens() const {
- return pieces_of_type(QUEEN);
-}
-
-inline Bitboard Position::kings() const {
- return pieces_of_type(KING);
-}
-
-inline Bitboard Position::rooks_and_queens() const {
- return rooks() | queens();
-}
-
-inline Bitboard Position::bishops_and_queens() const {
- return bishops() | queens();
-}
-
-inline Bitboard Position::sliders() const {
- return bishops() | queens() | rooks();
-}
-
-inline Bitboard Position::pawns(Color c) const {
- return pieces_of_color_and_type(c, PAWN);
-}
-
-inline Bitboard Position::knights(Color c) const {
- return pieces_of_color_and_type(c, KNIGHT);
-}
-
-inline Bitboard Position::bishops(Color c) const {
- return pieces_of_color_and_type(c, BISHOP);
-}
-
-inline Bitboard Position::rooks(Color c) const {
- return pieces_of_color_and_type(c, ROOK);
-}
-
-inline Bitboard Position::queens(Color c) const {
- return pieces_of_color_and_type(c, QUEEN);
-}
-
-inline Bitboard Position::kings(Color c) const {
- return pieces_of_color_and_type(c, KING);
-}
-
-inline Bitboard Position::rooks_and_queens(Color c) const {
- return rooks_and_queens() & pieces_of_color(c);
+inline Bitboard Position::pieces(PieceType pt, Color c) const {
+ return byTypeBB[pt] & byColorBB[c];
}
-inline Bitboard Position::bishops_and_queens(Color c) const {
- return bishops_and_queens() & pieces_of_color(c);
+inline Bitboard Position::pieces(PieceType pt1, PieceType pt2) const {
+ return byTypeBB[pt1] | byTypeBB[pt2];
}
-inline Bitboard Position::sliders_of_color(Color c) const {
- return sliders() & pieces_of_color(c);
+inline Bitboard Position::pieces(PieceType pt1, PieceType pt2, Color c) const {
+ return (byTypeBB[pt1] | byTypeBB[pt2]) & byColorBB[c];
}
inline int Position::piece_count(Color c, PieceType pt) const {
return pieceCount[c][pt];
}
-inline Square Position::piece_list(Color c, PieceType pt, int index) const {
- return pieceList[c][pt][index];
+inline Square Position::piece_list(Color c, PieceType pt, int idx) const {
+ return pieceList[c][pt][idx];
+}
+
+inline const Square* Position::piece_list_begin(Color c, PieceType pt) const {
+ return pieceList[c][pt];
}
inline Square Position::ep_square() const {
- return st.epSquare;
+ return st->epSquare;
}
inline Square Position::king_square(Color c) const {
- return kingSquare[c];
+ return pieceList[c][KING][0];
}
inline bool Position::can_castle_kingside(Color side) const {
- return st.castleRights & (1+int(side));
+ return st->castleRights & (1+int(side));
}
inline bool Position::can_castle_queenside(Color side) const {
- return st.castleRights & (4+4*int(side));
+ return st->castleRights & (4+4*int(side));
}
inline bool Position::can_castle(Color side) const {
return relative_square(c, make_square(initialQRFile, RANK_1));
}
-inline Bitboard Position::pawn_attacks(Color c, Square s) const {
- return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
-}
-
template<>
-inline Bitboard Position::piece_attacks<PAWN>(Square s) const {
- return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
+inline Bitboard Position::attacks_from<PAWN>(Square s, Color c) const {
+ return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
-template<>
-inline Bitboard Position::piece_attacks<KNIGHT>(Square s) const {
- return StepAttackBB[KNIGHT][s];
+template<PieceType Piece> // Knight and King and white pawns
+inline Bitboard Position::attacks_from(Square s) const {
+ return StepAttackBB[Piece][s];
}
template<>
-inline Bitboard Position::piece_attacks<BISHOP>(Square s) const {
+inline Bitboard Position::attacks_from<BISHOP>(Square s) const {
return bishop_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks<ROOK>(Square s) const {
+inline Bitboard Position::attacks_from<ROOK>(Square s) const {
return rook_attacks_bb(s, occupied_squares());
}
template<>
-inline Bitboard Position::piece_attacks<QUEEN>(Square s) const {
- return piece_attacks<ROOK>(s) | piece_attacks<BISHOP>(s);
-}
-
-template<>
-inline Bitboard Position::piece_attacks<KING>(Square s) const {
- return StepAttackBB[KING][s];
+inline Bitboard Position::attacks_from<QUEEN>(Square s) const {
+ return attacks_from<ROOK>(s) | attacks_from<BISHOP>(s);
}
inline Bitboard Position::checkers() const {
- return st.checkersBB;
+ return st->checkersBB;
}
inline bool Position::is_check() const {
- return st.checkersBB != EmptyBoardBB;
-}
-
-inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
- return bit_is_set(pawn_attacks(c, f), t);
-}
-
-template<PieceType Piece>
-Bitboard Position::piece_attacks_square(Square f, Square t) const {
- return bit_is_set(piece_attacks<Piece>(f), t);
-}
-
-inline Bitboard Position::attacks_to(Square s, Color c) const {
-
- return attacks_to(s) & pieces_of_color(c);
-}
-
-inline bool Position::square_is_attacked(Square s, Color c) const {
-
- return attacks_to(s, c) != EmptyBoardBB;
+ return st->checkersBB != EmptyBoardBB;
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
- return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
-}
-
-inline bool Position::pawn_is_isolated(Color c, Square s) const {
- return !(pawns(c) & neighboring_files_bb(s));
-}
-
-inline bool Position::pawn_is_doubled(Color c, Square s) const {
- return pawns(c) & squares_behind(c, s);
-}
-
-inline bool Position::file_is_open(File f) const {
- return !(pawns() & file_bb(f));
-}
-
-inline bool Position::file_is_half_open(Color c, File f) const {
- return !(pawns(c) & file_bb(f));
+ return !(pieces(PAWN, opposite_color(c)) & passed_pawn_mask(c, s));
}
inline bool Position::square_is_weak(Square s, Color c) const {
- return !(pawns(c) & outpost_mask(opposite_color(c), s));
+ return !(pieces(PAWN, opposite_color(c)) & attack_span_mask(c, s));
}
inline Key Position::get_key() const {
- return st.key;
+ return st->key;
}
-inline Key Position::get_pawn_key() const {
- return st.pawnKey;
+inline Key Position::get_exclusion_key() const {
+ return st->key ^ zobExclusion;
}
-inline Key Position::get_material_key() const {
- return st.materialKey;
+inline Key Position::get_pawn_key() const {
+ return st->pawnKey;
}
-template<Position::GamePhase Phase>
-inline Value Position::pst(Color c, PieceType pt, Square s) const {
- return (Phase == MidGame ? MgPieceSquareTable[piece_of_color_and_type(c, pt)][s]
- : EgPieceSquareTable[piece_of_color_and_type(c, pt)][s]);
+inline Key Position::get_material_key() const {
+ return st->materialKey;
}
-inline Value Position::mg_pst_delta(Move m) const {
- return MgPieceSquareTable[piece_on(move_from(m))][move_to(m)]
- -MgPieceSquareTable[piece_on(move_from(m))][move_from(m)];
+inline Score Position::pst(Color c, PieceType pt, Square s) {
+ return PieceSquareTable[piece_of_color_and_type(c, pt)][s];
}
-inline Value Position::mg_value() const {
- return st.mgValue;
+inline Score Position::pst_delta(Piece piece, Square from, Square to) {
+ return PieceSquareTable[piece][to] - PieceSquareTable[piece][from];
}
-inline Value Position::eg_value() const {
- return st.egValue;
+inline Score Position::value() const {
+ return st->value;
}
inline Value Position::non_pawn_material(Color c) const {
- return npMaterial[c];
+ return st->npMaterial[c];
}
-inline Phase Position::game_phase() const {
-
- // The purpose of the Value(325) terms below is to make sure the difference
- // between MidgameLimit and EndgameLimit is a power of 2, which should make
- // the division at the end of the function a bit faster.
- static const Value MidgameLimit = 2 * QueenValueMidgame
- + 2 * RookValueMidgame
- + 6 * BishopValueMidgame
- + Value(325);
+inline bool Position::move_is_passed_pawn_push(Move m) const {
- static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
+ Color c = side_to_move();
+ return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
+ && pawn_is_passed(c, move_to(m));
+}
- Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
+inline int Position::rule_50_counter() const {
- if (npm >= MidgameLimit)
- return PHASE_MIDGAME;
- else if(npm <= EndgameLimit)
- return PHASE_ENDGAME;
- else
- return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
+ return st->rule50;
}
-inline bool Position::move_is_deep_pawn_push(Move m) const {
+inline int Position::startpos_ply_counter() const {
- Color c = side_to_move();
- return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
- && relative_rank(c, move_to(m)) > RANK_4;
+ return startPosPlyCounter;
}
-inline bool Position::move_is_pawn_push_to_7th(Move m) const {
+inline bool Position::opposite_colored_bishops() const {
- Color c = side_to_move();
- return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
- && relative_rank(c, move_to(m)) == RANK_7;
+ return piece_count(WHITE, BISHOP) == 1
+ && piece_count(BLACK, BISHOP) == 1
+ && !same_color_squares(piece_list(WHITE, BISHOP, 0), piece_list(BLACK, BISHOP, 0));
}
-inline bool Position::move_is_passed_pawn_push(Move m) const {
+inline bool Position::has_pawn_on_7th(Color c) const {
- Color c = side_to_move();
- return piece_on(move_from(m)) == piece_of_color_and_type(c, PAWN)
- && pawn_is_passed(c, move_to(m));
+ return pieces(PAWN, c) & relative_rank_bb(c, RANK_7);
}
-inline bool Position::move_was_passed_pawn_push(Move m) const {
+inline bool Position::is_chess960() const {
- Color c = opposite_color(side_to_move());
- return piece_on(move_to(m)) == piece_of_color_and_type(c, PAWN)
- && pawn_is_passed(c, move_to(m));
+ return isChess960;
}
-inline int Position::rule_50_counter() const {
+inline bool Position::move_is_capture(Move m) const {
- return st.rule50;
+ // Move must not be MOVE_NONE !
+ return (m & (3 << 15)) ? !move_is_castle(m) : !square_is_empty(move_to(m));
}
-inline bool Position::opposite_colored_bishops() const {
+inline bool Position::move_is_capture_or_promotion(Move m) const {
- return piece_count(WHITE, BISHOP) == 1
- && piece_count(BLACK, BISHOP) == 1
- && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 0));
+ // Move must not be MOVE_NONE !
+ return (m & (0x1F << 12)) ? !move_is_castle(m) : !square_is_empty(move_to(m));
}
-inline bool Position::has_pawn_on_7th(Color c) const {
-
- return pawns(c) & relative_rank_bb(c, RANK_7);
+inline PieceType Position::captured_piece_type() const {
+ return st->capturedType;
}
+inline int Position::thread() const {
+ return threadID;
+}
#endif // !defined(POSITION_H_INCLUDED)