X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;f=src%2Fposition.h;h=9737d7614981756382ab2fc150f149fa24f95c2b;hb=3e0753bef36e5efeed700d7277187f6fbd7275f5;hp=80d23602132fb97ec888fc8fa948234832d77cf5;hpb=f56af8e84db25c0d26fe762fbe171ec5518177bb;p=stockfish
diff --git a/src/position.h b/src/position.h
index 80d23602..9737d761 100644
--- a/src/position.h
+++ b/src/position.h
@@ -1,17 +1,18 @@
/*
- Glaurung, a UCI chess playing engine.
- Copyright (C) 2004-2008 Tord Romstad
+ Stockfish, a UCI chess playing engine derived from Glaurung 2.1
+ Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
+ Copyright (C) 2008-2009 Marco Costalba
- Glaurung is free software: you can redistribute it and/or modify
+ Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
-
- Glaurung is distributed in the hope that it will be useful,
+
+ Stockfish is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
-
+
You should have received a copy of the GNU General Public License
along with this program. If not, see .
*/
@@ -20,12 +21,16 @@
#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)
-
+#pragma warning(disable: 4800)
+
+// Conditional expression is constant
+#pragma warning(disable: 4127)
+
+
#endif
////
@@ -37,7 +42,6 @@
#include "direction.h"
#include "move.h"
#include "piece.h"
-#include "phase.h"
#include "square.h"
#include "value.h"
@@ -46,13 +50,12 @@
//// Constants
////
-/// FEN string for the initial position:
-const std::string StartPosition =
- "rnbqkbnr/pppppppp/8/8/8/8/PPPPPPPP/RNBQKBNR w KQkq - 0 1";
+/// 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;
@@ -60,75 +63,83 @@ const int MaxGameLength = 220;
//// Types
////
-/// Castle rights, encoded as bit fields:
+/// Castle rights, encoded as bit fields
enum CastleRights {
- NO_CASTLES = 0,
- WHITE_OO = 1, BLACK_OO = 2,
- WHITE_OOO = 4, BLACK_OOO = 8,
+ NO_CASTLES = 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
-/// 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 {
- int castleRights;
- Square epSquare;
- Bitboard checkersBB;
+/// 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 StateInfo object
+/// must be passed as a parameter.
+
+struct StateInfo {
Key key, pawnKey, materialKey;
- int rule50;
- Move lastMove;
- PieceType capture;
+ int castleRights, rule50;
+ Square epSquare;
Value mgValue, egValue;
+ Value npMaterial[2];
+
+ PieceType capture;
+ 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.
class Position {
friend class MaterialInfo;
+ friend class EndgameFunctions;
public:
// Constructors
- Position();
- Position(const Position &pos);
- Position(const std::string &fen);
+ Position() {};
+ Position(const Position& pos);
+ Position(const std::string& fen);
// Text input/output
- void from_fen(const std::string &fen);
+ void from_fen(const std::string& fen);
const std::string to_fen() const;
- void print() const;
+ void print(Move m = MOVE_NONE) const;
// Copying
- void copy(const Position &pos);
- void flipped_copy(const Position &pos);
+ void copy(const Position& pos);
+ void flipped_copy(const Position& pos);
// The piece on a given square
Piece piece_on(Square s) const;
@@ -169,19 +180,14 @@ public:
// Number of pieces of each color and type
int piece_count(Color c, PieceType pt) const;
- int pawn_count(Color c) const;
- int knight_count(Color c) const;
- int bishop_count(Color c) const;
- int rook_count(Color c) const;
- int queen_count(Color c) const;
- // The en passant square:
+ // The en passant square
Square ep_square() const;
// Current king position for each color
Square king_square(Color c) const;
- // Castling rights.
+ // Castling rights
bool can_castle_kingside(Color c) const;
bool can_castle_queenside(Color c) const;
bool can_castle(Color c) const;
@@ -192,49 +198,40 @@ public:
Bitboard sliding_attacks(Square s, Direction d) const;
Bitboard ray_attacks(Square s, SignedDirection d) const;
Bitboard pawn_attacks(Color c, Square s) const;
- Bitboard white_pawn_attacks(Square s) const;
- Bitboard black_pawn_attacks(Square s) const;
- Bitboard knight_attacks(Square s) const;
- Bitboard bishop_attacks(Square s) const;
- Bitboard rook_attacks(Square s) const;
- Bitboard queen_attacks(Square s) const;
- Bitboard king_attacks(Square s) const;
+
+ template
+ 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
Bitboard checkers() const;
- // Piece lists:
+ // Piece lists
Square piece_list(Color c, PieceType pt, int index) const;
- Square pawn_list(Color c, int index) const;
- Square knight_list(Color c, int index) const;
- Square bishop_list(Color c, int index) const;
- Square rook_list(Color c, int index) const;
- Square queen_list(Color c, int index) 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 piece_attacks_square(Square f, Square t) const;
- bool white_pawn_attacks_square(Square f, Square t) const;
- bool black_pawn_attacks_square(Square f, Square t) const;
- bool knight_attacks_square(Square f, Square t) const;
- bool bishop_attacks_square(Square f, Square t) const;
- bool rook_attacks_square(Square f, Square t) const;
- bool queen_attacks_square(Square f, Square t) const;
- bool king_attacks_square(Square f, Square t) const;
+ bool pawn_attacks_square(Color c, Square f, Square t) const;
+
+ template
+ 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
// Properties of moves
- bool move_is_legal(Move m) const;
- bool move_is_legal(Move m, Bitboard pinned) const;
+ bool pl_move_is_legal(Move m) const;
+ bool pl_move_is_legal(Move m, Bitboard pinned) const;
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;
@@ -253,17 +250,17 @@ public:
bool square_is_weak(Square s, Color c) const;
// Doing and undoing moves
- void backup(UndoInfo &u) const;
- void restore(const UndoInfo &u);
- void do_move(Move m, UndoInfo &u);
- void do_move(Move m, UndoInfo &u, Bitboard dcCandidates);
- void undo_move(Move m, const UndoInfo &u);
- void do_null_move(UndoInfo &u);
- void undo_null_move(const UndoInfo &u);
+ void saveState();
+ void do_move(Move m, StateInfo& st);
+ void do_move(Move m, StateInfo& st, Bitboard dcCandidates);
+ void undo_move(Move m);
+ 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;
// Accessing hash keys
Key get_key() const;
@@ -275,9 +272,10 @@ public:
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();
+ bool is_mate() const;
bool is_draw() const;
// Check if one side threatens a mate in one
@@ -292,15 +290,16 @@ public:
// Reset the gamePly variable to 0
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();
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);
@@ -308,51 +307,56 @@ private:
void allow_ooo(Color c);
// Helper functions for doing and undoing moves
+ void do_capture_move(PieceType capture, Color them, Square to);
void do_castle_move(Move m);
- void do_promotion_move(Move m, UndoInfo &u);
+ void do_promotion_move(Move m);
void do_ep_move(Move m);
void undo_castle_move(Move m);
- void undo_promotion_move(Move m, const UndoInfo &u);
+ void undo_promotion_move(Move m);
void undo_ep_move(Move m);
void find_checkers();
+ template
+ void update_checkers(Bitboard* pCheckersBB, Square ksq, Square from, Square to, Bitboard dcCandidates);
+
+ template
+ Bitboard hidden_checkers(Color c) const;
+
// Computing hash keys from scratch (for initialization and debugging)
Key compute_key() const;
Key compute_pawn_key() const;
Key compute_material_key() const;
// Computing incremental evaluation scores and material counts
- Value mg_pst(Color c, PieceType pt, Square s) const;
- Value eg_pst(Color c, PieceType pt, Square s) const;
- Value compute_mg_value() const;
- Value compute_eg_value() const;
+ enum GamePhase {
+ MidGame,
+ EndGame
+ };
+ template Value pst(Color c, PieceType pt, Square s) const;
+ template Value compute_value() const;
Value compute_non_pawn_material(Color c) const;
// Bitboards
Bitboard byColorBB[2], byTypeBB[8];
- Bitboard checkersBB;
// Board
Piece board[64];
// Piece counts
int pieceCount[2][8]; // [color][pieceType]
-
+
// Piece lists
Square pieceList[2][8][16]; // [color][pieceType][index]
int index[64];
// Other info
+ Square kingSquare[2];
Color sideToMove;
- int castleRights;
+ int gamePly;
+ Key history[MaxGameLength];
File initialKFile, initialKRFile, initialQRFile;
- Square epSquare;
- Square kingSquare[2];
- Move lastMove;
- Key key, pawnKey, materialKey, history[MaxGameLength];
- int rule50, gamePly;
- Value mgValue, egValue;
- Value npMaterial[2];
+ StateInfo startState;
+ StateInfo* st;
// Static variables
static int castleRightsMask[64];
@@ -375,27 +379,27 @@ inline Piece Position::piece_on(Square s) const {
}
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 {
@@ -407,7 +411,7 @@ inline Bitboard Position::occupied_squares() const {
}
inline Bitboard Position::empty_squares() const {
- return ~(this->occupied_squares());
+ return ~(occupied_squares());
}
inline Bitboard Position::pieces_of_color(Color c) const {
@@ -418,133 +422,88 @@ inline Bitboard Position::pieces_of_type(PieceType pt) 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);
-}
-
-inline Bitboard Position::sliders_of_color(Color c) const {
- return this->sliders() & this->pieces_of_color(c);
+ return bishops_and_queens() & pieces_of_color(c);
}
inline int Position::piece_count(Color c, PieceType pt) const {
return pieceCount[c][pt];
}
-inline int Position::pawn_count(Color c) const {
- return this->piece_count(c, PAWN);
-}
-
-inline int Position::knight_count(Color c) const {
- return this->piece_count(c, KNIGHT);
-}
-
-inline int Position::bishop_count(Color c) const {
- return this->piece_count(c, BISHOP);
-}
-
-inline int Position::rook_count(Color c) const {
- return this->piece_count(c, ROOK);
-}
-
-inline int Position::queen_count(Color c) const {
- return this->piece_count(c, QUEEN);
-}
-
inline Square Position::piece_list(Color c, PieceType pt, int index) const {
return pieceList[c][pt][index];
}
-inline Square Position::pawn_list(Color c, int index) const {
- return this->piece_list(c, PAWN, index);
-}
-
-inline Square Position::knight_list(Color c, int index) const {
- return this->piece_list(c, KNIGHT, index);
-}
-
-inline Square Position::bishop_list(Color c, int index) const {
- return this->piece_list(c, BISHOP, index);
-}
-
-inline Square Position::rook_list(Color c, int index) const {
- return this->piece_list(c, ROOK, index);
-}
-
-inline Square Position::queen_list(Color c, int index) const {
- return this->piece_list(c, QUEEN, index);
-}
-
inline Square Position::ep_square() const {
- return epSquare;
+ return st->epSquare;
}
inline Square Position::king_square(Color c) const {
@@ -552,11 +511,11 @@ inline Square Position::king_square(Color c) const {
}
inline bool Position::can_castle_kingside(Color side) const {
- return castleRights & (1+int(side));
+ return st->castleRights & (1+int(side));
}
inline bool Position::can_castle_queenside(Color side) const {
- return castleRights & (4+4*int(side));
+ return st->castleRights & (4+4*int(side));
}
inline bool Position::can_castle(Color side) const {
@@ -572,183 +531,186 @@ inline Square Position::initial_qr_square(Color c) const {
}
inline Bitboard Position::pawn_attacks(Color c, Square s) const {
- return StepAttackBB[pawn_of_color(c)][s];
-}
-
-inline Bitboard Position::white_pawn_attacks(Square s) const {
- return this->pawn_attacks(WHITE, s);
+ return StepAttackBB[piece_of_color_and_type(c, PAWN)][s];
}
-inline Bitboard Position::black_pawn_attacks(Square s) const {
- return this->pawn_attacks(BLACK, s);
+template // Knight and King
+inline Bitboard Position::piece_attacks(Square s) const {
+ return StepAttackBB[Piece][s];
}
-inline Bitboard Position::knight_attacks(Square s) const {
- return StepAttackBB[KNIGHT][s];
+template<>
+inline Bitboard Position::piece_attacks(Square s) const {
+ return StepAttackBB[piece_of_color_and_type(opposite_color(sideToMove), PAWN)][s];
}
-inline Bitboard Position::rook_attacks(Square s) const {
- return rook_attacks_bb(s, this->occupied_squares());
+template<>
+inline Bitboard Position::piece_attacks(Square s) const {
+ return bishop_attacks_bb(s, occupied_squares());
}
-inline Bitboard Position::bishop_attacks(Square s) const {
- return bishop_attacks_bb(s, this->occupied_squares());
+template<>
+inline Bitboard Position::piece_attacks(Square s) const {
+ return rook_attacks_bb(s, occupied_squares());
}
-inline Bitboard Position::queen_attacks(Square s) const {
- return this->rook_attacks(s) | this->bishop_attacks(s);
-}
-
-inline Bitboard Position::king_attacks(Square s) const {
- return StepAttackBB[KING][s];
+template<>
+inline Bitboard Position::piece_attacks(Square s) const {
+ return piece_attacks(s) | piece_attacks(s);
}
inline Bitboard Position::checkers() const {
- return checkersBB;
+ return st->checkersBB;
}
inline bool Position::is_check() const {
- return this->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 st->checkersBB != EmptyBoardBB;
}
-inline bool Position::black_pawn_attacks_square(Square f, Square t) const {
- return bit_is_set(this->black_pawn_attacks(f), t);
+inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
+ return bit_is_set(pawn_attacks(c, f), t);
}
-inline bool Position::knight_attacks_square(Square f, Square t) const {
- return bit_is_set(this->knight_attacks(f), t);
+template
+Bitboard Position::piece_attacks_square(Square f, Square t) const {
+ return bit_is_set(piece_attacks(f), t);
}
-inline bool Position::bishop_attacks_square(Square f, Square t) const {
- return bit_is_set(this->bishop_attacks(f), t);
-}
+inline Bitboard Position::attacks_to(Square s, Color c) const {
-inline bool Position::rook_attacks_square(Square f, Square t) const {
- return bit_is_set(this->rook_attacks(f), t);
+ return attacks_to(s) & pieces_of_color(c);
}
-inline bool Position::queen_attacks_square(Square f, Square t) const {
- return bit_is_set(this->queen_attacks(f), t);
-}
+inline bool Position::square_is_attacked(Square s, Color c) const {
-inline bool Position::king_attacks_square(Square f, Square t) const {
- return bit_is_set(this->king_attacks(f), t);
+ return attacks_to(s, c) != EmptyBoardBB;
}
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 key;
+ return st->key;
}
inline Key Position::get_pawn_key() const {
- return pawnKey;
+ return st->pawnKey;
}
inline Key Position::get_material_key() const {
- return materialKey;
+ return st->materialKey;
}
-inline Value Position::mg_pst(Color c, PieceType pt, Square s) const {
- return MgPieceSquareTable[piece_of_color_and_type(c, pt)][s];
+template
+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 Value Position::eg_pst(Color c, PieceType pt, Square s) const {
- return EgPieceSquareTable[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::mg_value() const {
- return mgValue;
+ return st->mgValue;
}
inline Value Position::eg_value() const {
- return egValue;
+ return st->egValue;
}
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);
- static const Value EndgameLimit = 4*RookValueMidgame-Value(325);
- Value npm = this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK);
-
- if(npm >= MidgameLimit)
- return PHASE_MIDGAME;
+ // Values modified by Joona Kiiski
+ static const Value MidgameLimit = Value(15713);
+ static const Value EndgameLimit = Value(4428);
+
+ Value npm = non_pawn_material(WHITE) + non_pawn_material(BLACK);
+
+ 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)) == piece_of_color_and_type(c, PAWN)
+ && 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) &&
- relative_rank(c, move_to(m)) == RANK_7;
+
+ 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;
}
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)) == piece_of_color_and_type(c, PAWN)
+ && 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)) == piece_of_color_and_type(c, PAWN)
+ && pawn_is_passed(c, move_to(m));
}
inline int Position::rule_50_counter() const {
- return rule50;
+
+ return st->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 piece_count(WHITE, BISHOP) == 1
+ && piece_count(BLACK, BISHOP) == 1
+ && square_color(piece_list(WHITE, BISHOP, 0)) != square_color(piece_list(BLACK, BISHOP, 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);
+}
+
+inline bool Position::move_is_capture(Move m) const {
+
+ // Move must not be MOVE_NONE !
+
+ return (!square_is_empty(move_to(m)) && !move_is_castle(m)) || move_is_ep(m);
}
-
#endif // !defined(POSITION_H_INCLUDED)