struct StateInfo {
Key pawnKey, materialKey;
- int castleRights, rule50, pliesFromNull;
+ int castleRights, rule50, gamePly, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
bool opposite_colored_bishops() const;
bool has_pawn_on_7th(Color c) const;
- // Reset the gamePly variable to 0
+ // Game ply information
+ int ply() const;
void reset_game_ply();
// Position consistency check, for debugging
void allow_ooo(Color c);
// Helper functions for doing and undoing moves
- void do_capture_move(Bitboard& key, PieceType capture, Color them, Square to, bool ep);
+ void do_capture_move(Key& key, PieceType capture, Color them, Square to, bool ep);
void do_castle_move(Move m);
void undo_castle_move(Move m);
void find_checkers();
// Other info
Color sideToMove;
- int gamePly;
Key history[MaxGameLength];
int castleRightsMask[64];
StateInfo startState;
static Key zobrist[2][8][64];
static Key zobEp[64];
static Key zobCastle[16];
- static Key zobMaterial[2][8][16];
static Key zobSideToMove;
static Score PieceSquareTable[16][64];
static Key zobExclusion;
}
inline bool Position::square_is_weak(Square s, Color c) const {
- return !(pieces(PAWN, 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->capture;
}
+inline int Position::ply() const {
+ return st->gamePly;
+}
+
#endif // !defined(POSITION_H_INCLUDED)