#if !defined(POSITION_H_INCLUDED)
#define POSITION_H_INCLUDED
+// Disable a silly and noisy warning from MSVC compiler
+#if defined(_MSC_VER)
+
+// Forcing value to bool 'true' or 'false' (performance warning)
+#pragma warning(disable: 4800) \r
+\r
+#endif
+
////
//// Includes
////
enum CastleRights {
NO_CASTLES = 0,
- WHITE_OO = 1, BLACK_OO = 2,
- WHITE_OOO = 4, BLACK_OOO = 8,
+ WHITE_OO = 1,
+ BLACK_OO = 2,
+ WHITE_OOO = 4,
+ BLACK_OOO = 8,
ALL_CASTLES = 15
};
public:
// Constructors
- Position();
+ Position() {};
Position(const Position &pos);
Position(const std::string &fen);
bool move_is_check(Move m) const;
bool move_is_check(Move m, Bitboard dcCandidates) 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_passed_pawn_push(Move m) const;
bool move_was_passed_pawn_push(Move m) const;
Value eg_value() const;
Value non_pawn_material(Color c) const;
Phase game_phase() const;
+ Value mg_pst_delta(Move m) const;
// Game termination checks
bool is_mate();
void reset_game_ply();
// Position consistency check, for debugging
- bool is_ok() const;
+ bool is_ok(int* failedStep = NULL) const;
// Static member functions:
static void init_zobrist();
};
+/// An array of member functions to dispatch attacks_square
+typedef Bitboard (Position::* Piece_attacks_fn)(Square s) const;
+extern const Piece_attacks_fn piece_attacks_fn[];
+
////
//// Inline functions
////
}
inline Color Position::color_of_piece_on(Square s) const {
- return color_of_piece(this->piece_on(s));
+ return color_of_piece(piece_on(s));
}
inline PieceType Position::type_of_piece_on(Square s) const {
- return type_of_piece(this->piece_on(s));
+ return type_of_piece(piece_on(s));
}
inline bool Position::square_is_empty(Square s) const {
- return this->piece_on(s) == EMPTY;
+ return piece_on(s) == EMPTY;
}
inline bool Position::square_is_occupied(Square s) const {
- return !this->square_is_empty(s);
+ return !square_is_empty(s);
}
inline Value Position::midgame_value_of_piece_on(Square s) const {
- return piece_value_midgame(this->piece_on(s));
+ return piece_value_midgame(piece_on(s));
}
inline Value Position::endgame_value_of_piece_on(Square s) const {
- return piece_value_endgame(this->piece_on(s));
+ return piece_value_endgame(piece_on(s));
}
inline Color Position::side_to_move() const {
}
inline Bitboard Position::empty_squares() const {
- return ~(this->occupied_squares());
+ return ~(occupied_squares());
}
inline Bitboard Position::pieces_of_color(Color c) const {
return byTypeBB[pt];
}
-inline Bitboard Position::pieces_of_color_and_type(Color c, PieceType pt)
- const {
- return this->pieces_of_color(c) & this->pieces_of_type(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 this->pieces_of_type(PAWN);
+ return pieces_of_type(PAWN);
}
inline Bitboard Position::knights() const {
- return this->pieces_of_type(KNIGHT);
+ return pieces_of_type(KNIGHT);
}
inline Bitboard Position::bishops() const {
- return this->pieces_of_type(BISHOP);
+ return pieces_of_type(BISHOP);
}
inline Bitboard Position::rooks() const {
- return this->pieces_of_type(ROOK);
+ return pieces_of_type(ROOK);
}
inline Bitboard Position::queens() const {
- return this->pieces_of_type(QUEEN);
+ return pieces_of_type(QUEEN);
}
inline Bitboard Position::kings() const {
- return this->pieces_of_type(KING);
+ return pieces_of_type(KING);
}
inline Bitboard Position::rooks_and_queens() const {
- return this->rooks() | this->queens();
+ return rooks() | queens();
}
inline Bitboard Position::bishops_and_queens() const {
- return this->bishops() | this->queens();
+ return bishops() | queens();
}
inline Bitboard Position::sliders() const {
- return this->bishops() | this->queens() | this->rooks();
+ return bishops() | queens() | rooks();
}
inline Bitboard Position::pawns(Color c) const {
- return this->pieces_of_color_and_type(c, PAWN);
+ return pieces_of_color_and_type(c, PAWN);
}
inline Bitboard Position::knights(Color c) const {
- return this->pieces_of_color_and_type(c, KNIGHT);
+ return pieces_of_color_and_type(c, KNIGHT);
}
inline Bitboard Position::bishops(Color c) const {
- return this->pieces_of_color_and_type(c, BISHOP);
+ return pieces_of_color_and_type(c, BISHOP);
}
inline Bitboard Position::rooks(Color c) const {
- return this->pieces_of_color_and_type(c, ROOK);
+ return pieces_of_color_and_type(c, ROOK);
}
inline Bitboard Position::queens(Color c) const {
- return this->pieces_of_color_and_type(c, QUEEN);
+ return pieces_of_color_and_type(c, QUEEN);
}
inline Bitboard Position::kings(Color c) const {
- return this->pieces_of_color_and_type(c, KING);
+ return pieces_of_color_and_type(c, KING);
}
inline Bitboard Position::rooks_and_queens(Color c) const {
- return this->rooks_and_queens() & this->pieces_of_color(c);
+ return rooks_and_queens() & pieces_of_color(c);
}
inline Bitboard Position::bishops_and_queens(Color c) const {
- return this->bishops_and_queens() & this->pieces_of_color(c);
+ return bishops_and_queens() & pieces_of_color(c);
}
inline Bitboard Position::sliders_of_color(Color c) const {
- return this->sliders() & this->pieces_of_color(c);
+ return sliders() & pieces_of_color(c);
}
inline int Position::piece_count(Color c, PieceType pt) const {
}
inline int Position::pawn_count(Color c) const {
- return this->piece_count(c, PAWN);
+ return piece_count(c, PAWN);
}
inline int Position::knight_count(Color c) const {
- return this->piece_count(c, KNIGHT);
+ return piece_count(c, KNIGHT);
}
inline int Position::bishop_count(Color c) const {
- return this->piece_count(c, BISHOP);
+ return piece_count(c, BISHOP);
}
inline int Position::rook_count(Color c) const {
- return this->piece_count(c, ROOK);
+ return piece_count(c, ROOK);
}
inline int Position::queen_count(Color c) const {
- return this->piece_count(c, QUEEN);
+ return piece_count(c, QUEEN);
}
inline Square Position::piece_list(Color c, PieceType pt, int index) const {
}
inline Square Position::pawn_list(Color c, int index) const {
- return this->piece_list(c, PAWN, index);
+ return piece_list(c, PAWN, index);
}
inline Square Position::knight_list(Color c, int index) const {
- return this->piece_list(c, KNIGHT, index);
+ return piece_list(c, KNIGHT, index);
}
inline Square Position::bishop_list(Color c, int index) const {
- return this->piece_list(c, BISHOP, index);
+ return piece_list(c, BISHOP, index);
}
inline Square Position::rook_list(Color c, int index) const {
- return this->piece_list(c, ROOK, index);
+ return piece_list(c, ROOK, index);
}
inline Square Position::queen_list(Color c, int index) const {
- return this->piece_list(c, QUEEN, index);
+ return piece_list(c, QUEEN, index);
}
inline Square Position::ep_square() const {
}
inline Bitboard Position::white_pawn_attacks(Square s) const {
- return this->pawn_attacks(WHITE, s);
+ return pawn_attacks(WHITE, s);
}
inline Bitboard Position::black_pawn_attacks(Square s) const {
- return this->pawn_attacks(BLACK, s);
+ return pawn_attacks(BLACK, s);
}
inline Bitboard Position::knight_attacks(Square s) const {
}
inline Bitboard Position::rook_attacks(Square s) const {
- return rook_attacks_bb(s, this->occupied_squares());
+ return rook_attacks_bb(s, occupied_squares());
}
inline Bitboard Position::bishop_attacks(Square s) const {
- return bishop_attacks_bb(s, this->occupied_squares());
+ return bishop_attacks_bb(s, occupied_squares());
}
inline Bitboard Position::queen_attacks(Square s) const {
- return this->rook_attacks(s) | this->bishop_attacks(s);
+ return rook_attacks(s) | bishop_attacks(s);
}
inline Bitboard Position::king_attacks(Square s) const {
}
inline bool Position::is_check() const {
- return this->checkers() != EmptyBoardBB;
+ return checkers() != EmptyBoardBB;
}
inline bool Position::white_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(this->white_pawn_attacks(f), t);
+ return bit_is_set(white_pawn_attacks(f), t);
}
inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(this->black_pawn_attacks(f), t);
+ return bit_is_set(black_pawn_attacks(f), t);
}
inline bool Position::knight_attacks_square(Square f, Square t) const {
- return bit_is_set(this->knight_attacks(f), t);
+ return bit_is_set(knight_attacks(f), t);
}
inline bool Position::bishop_attacks_square(Square f, Square t) const {
- return bit_is_set(this->bishop_attacks(f), t);
+ return bit_is_set(bishop_attacks(f), t);
}
inline bool Position::rook_attacks_square(Square f, Square t) const {
- return bit_is_set(this->rook_attacks(f), t);
+ return bit_is_set(rook_attacks(f), t);
}
inline bool Position::queen_attacks_square(Square f, Square t) const {
- return bit_is_set(this->queen_attacks(f), t);
+ return bit_is_set(queen_attacks(f), t);
}
inline bool Position::king_attacks_square(Square f, Square t) const {
- return bit_is_set(this->king_attacks(f), t);
+ return bit_is_set(king_attacks(f), t);
}
inline bool Position::pawn_is_passed(Color c, Square s) const {
- return !(this->pawns(opposite_color(c)) & passed_pawn_mask(c, s));
+ return !(pawns(opposite_color(c)) & passed_pawn_mask(c, s));
}
inline bool Position::pawn_is_isolated(Color c, Square s) const {
- return !(this->pawns(c) & neighboring_files_bb(s));
+ return !(pawns(c) & neighboring_files_bb(s));
}
inline bool Position::pawn_is_doubled(Color c, Square s) const {
- return this->pawns(c) & squares_behind(c, s);
+ return pawns(c) & squares_behind(c, s);
}
inline bool Position::file_is_open(File f) const {
- return !(this->pawns() & file_bb(f));
+ return !(pawns() & file_bb(f));
}
inline bool Position::file_is_half_open(Color c, File f) const {
- return !(this->pawns(c) & file_bb(f));
+ return !(pawns(c) & file_bb(f));
}
inline bool Position::square_is_weak(Square s, Color c) const {
- return !(this->pawns(c) & outpost_mask(opposite_color(c), s));
+ return !(pawns(c) & outpost_mask(opposite_color(c), s));
}
inline Key Position::get_key() const {
return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
}
+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 Value Position::eg_pst(Color c, PieceType pt, Square s) const {
return EgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
}
// 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);
+
+ static const Value EndgameLimit = 4 * RookValueMidgame - Value(325);
- static const Value MidgameLimit =
- 2*QueenValueMidgame+2*RookValueMidgame+6*BishopValueMidgame+Value(325);
- static const Value EndgameLimit = 4*RookValueMidgame-Value(325);
- Value npm = this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK);
+ Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
- if(npm >= MidgameLimit)
- return PHASE_MIDGAME;
+ if (npm >= MidgameLimit)
+ return PHASE_MIDGAME;
else if(npm <= EndgameLimit)
- return PHASE_ENDGAME;
+ return PHASE_ENDGAME;
else
- return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
+ return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
+}
+
+inline bool Position::move_is_deep_pawn_push(Move m) const {
+
+ Color c = side_to_move();
+ return piece_on(move_from(m)) == pawn_of_color(c)
+ && relative_rank(c, move_to(m)) > RANK_4;
}
inline bool Position::move_is_pawn_push_to_7th(Move m) const {
- Color c = this->side_to_move();
- return
- this->piece_on(move_from(m)) == pawn_of_color(c) &&
- pawn_rank(c, move_to(m)) == RANK_7;
+
+ Color c = side_to_move();
+ return piece_on(move_from(m)) == pawn_of_color(c)
+ && relative_rank(c, move_to(m)) == RANK_7;
}
inline bool Position::move_is_passed_pawn_push(Move m) const {
- Color c = this->side_to_move();
- return
- this->piece_on(move_from(m)) == pawn_of_color(c) &&
- this->pawn_is_passed(c, move_to(m));
+
+ Color c = side_to_move();
+ return piece_on(move_from(m)) == pawn_of_color(c)
+ && pawn_is_passed(c, move_to(m));
}
-
+
inline bool Position::move_was_passed_pawn_push(Move m) const {
- Color c = opposite_color(this->side_to_move());
- return
- this->piece_on(move_to(m)) == pawn_of_color(c) &&
- this->pawn_is_passed(c, move_to(m));
+
+ Color c = opposite_color(side_to_move());
+ return piece_on(move_to(m)) == pawn_of_color(c)
+ && pawn_is_passed(c, move_to(m));
}
inline int Position::rule_50_counter() const {
+
return rule50;
}
inline bool Position::opposite_colored_bishops() const {
- return
- this->bishop_count(WHITE) == 1 && this->bishop_count(BLACK) == 1 &&
- square_color(this->bishop_list(WHITE, 0)) !=
- square_color(this->bishop_list(BLACK, 0));
+
+ return bishop_count(WHITE) == 1
+ && bishop_count(BLACK) == 1
+ && square_color(bishop_list(WHITE, 0)) != square_color(bishop_list(BLACK, 0));
}
inline bool Position::has_pawn_on_7th(Color c) const {
- return this->pawns(c) & relative_rank_bb(c, RANK_7);
+
+ return pawns(c) & relative_rank_bb(c, RANK_7);
}
-
+
#endif // !defined(POSITION_H_INCLUDED)