X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fposition.cpp;h=bc9b5e0e2f6c1905d4739b2741b220aec1255d5f;hb=3185c36a6554390d9061f1d74eb16a6c39caefb4;hp=f4f0db77547ba7bd7ea9d85c9450ed908e4c1ebb;hpb=67686b7684e8cb2f195a648b1042e671e80bc9be;p=stockfish diff --git a/src/position.cpp b/src/position.cpp index f4f0db77..bc9b5e0e 100644 --- a/src/position.cpp +++ b/src/position.cpp @@ -30,7 +30,6 @@ #include "rkiss.h" #include "thread.h" #include "tt.h" -#include "ucioption.h" using std::string; using std::cout; @@ -100,7 +99,6 @@ CheckInfo::CheckInfo(const Position& pos) { Position::Position(const Position& pos, int th) { memcpy(this, &pos, sizeof(Position)); - detach(); // Always detach() in copy c'tor to avoid surprises threadID = th; nodes = 0; @@ -114,18 +112,6 @@ Position::Position(const string& fen, bool isChess960, int th) { } -/// Position::detach() copies the content of the current state and castling -/// masks inside the position itself. This is needed when the st pointee could -/// become stale, as example because the caller is about to going out of scope. - -void Position::detach() { - - startState = *st; - st = &startState; - st->previous = NULL; // As a safe guard -} - - /// Position::from_fen() initializes the position object with the given FEN /// string. This function is not very robust - make sure that input FENs are /// correct (this is assumed to be the responsibility of the GUI). @@ -204,7 +190,11 @@ void Position::from_fen(const string& fenStr, bool isChess960) { } // 5-6. Halfmove clock and fullmove number - fen >> std::skipws >> st->rule50 >> fullMoves; + fen >> std::skipws >> st->rule50 >> st->gamePly; + + // Convert from fullmove starting from 1 to ply starting from 0, + // handle also common incorrect FEN with fullmove = 0. + st->gamePly = Max(2 * (st->gamePly - 1), 0) + int(sideToMove == BLACK); // Various initialisations chess960 = isChess960; @@ -324,7 +314,7 @@ const string Position::to_fen() const { fen << '-'; fen << (ep_square() == SQ_NONE ? " -" : " " + square_to_string(ep_square())) - << " " << st->rule50 << " " << fullMoves; + << " " << st->rule50 << " " << 1 + (st->gamePly - int(sideToMove == BLACK)) / 2; return fen.str(); } @@ -773,32 +763,6 @@ bool Position::move_gives_check(Move m, const CheckInfo& ci) const { } -/// Position::do_setup_move() makes a permanent move on the board. It should -/// be used when setting up a position on board. You can't undo the move. - -void Position::do_setup_move(Move m) { - - StateInfo newSt; - - // Update the number of full moves after black's move - if (sideToMove == BLACK) - fullMoves++; - - do_move(m, newSt); - - // Reset "game ply" in case we made a non-reversible move. - // "game ply" is used for repetition detection. - if (st->rule50 == 0) - st->gamePly = 0; - - // Our StateInfo newSt is about going out of scope so copy - // its content before it disappears. - detach(); - - assert(is_ok()); -} - - /// Position::do_move() makes a move, and saves all information necessary /// to a StateInfo object. The move is assumed to be legal. Pseudo-legal /// moves should be filtered out before this function is called. @@ -833,16 +797,13 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI newSt.previous = st; st = &newSt; - // Save the current key to the history[] array, in order to be able to - // detect repetition draws. - history[st->gamePly++] = key; - // Update side to move key ^= zobSideToMove; // Increment the 50 moves rule draw counter. Resetting it to zero in the // case of non-reversible moves is taken care of later. st->rule50++; + st->gamePly++; st->pliesFromNull++; if (move_is_castle(m)) @@ -1368,10 +1329,6 @@ void Position::do_null_move(StateInfo& backupSt) { backupSt.pliesFromNull = st->pliesFromNull; st->previous = &backupSt; - // Save the current key to the history[] array, in order to be able to - // detect repetition draws. - history[st->gamePly++] = st->key; - // Update the necessary information if (st->epSquare != SQ_NONE) st->key ^= zobEp[st->epSquare]; @@ -1382,6 +1339,7 @@ void Position::do_null_move(StateInfo& backupSt) { sideToMove = opposite_color(sideToMove); st->epSquare = SQ_NONE; st->rule50++; + st->gamePly++; st->pliesFromNull = 0; st->value += (sideToMove == WHITE) ? TempoValue : -TempoValue; @@ -1557,7 +1515,6 @@ void Position::clear() { castleRightsMask[sq] = ALL_CASTLES; } sideToMove = WHITE; - fullMoves = 1; nodes = 0; } @@ -1698,9 +1655,24 @@ bool Position::is_draw() const { // Draw by repetition? if (!SkipRepetition) - for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2) - if (history[st->gamePly - i] == st->key) - return true; + { + int i = 4, e = Min(st->rule50, st->pliesFromNull); + + if (i <= e) + { + StateInfo* stp = st->previous->previous; + + do { + stp = stp->previous->previous; + + if (stp->key == st->key) + return true; + + i +=2; + + } while (i <= e); + } + } return false; }