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Wrap state variables in a named struct

This will allow us to more easily move the state
out of Position class.

No functioanl change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2009-02-22 18:31:24 +01:00
parent 2f21ec39ad
commit 2f6c5f00e6
2 changed files with 197 additions and 196 deletions

View File

@ -192,7 +192,7 @@ void Position::from_fen(const std::string& fen) {
if ( i < fen.length() - 2
&& (fen[i] >= 'a' && fen[i] <= 'h')
&& (fen[i+1] == '3' || fen[i+1] == '6'))
epSquare = square_from_string(fen.substr(i, 2));
st.epSquare = square_from_string(fen.substr(i, 2));
// Various initialisation
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
@ -207,11 +207,11 @@ void Position::from_fen(const std::string& fen) {
find_checkers();
key = compute_key();
pawnKey = compute_pawn_key();
materialKey = compute_material_key();
mgValue = compute_value<MidGame>();
egValue = compute_value<EndGame>();
st.key = compute_key();
st.pawnKey = compute_pawn_key();
st.materialKey = compute_material_key();
st.mgValue = compute_value<MidGame>();
st.egValue = compute_value<EndGame>();
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
npMaterial[BLACK] = compute_non_pawn_material(BLACK);
}
@ -249,7 +249,7 @@ const std::string Position::to_fen() const {
fen += (rank > RANK_1 ? '/' : ' ');
}
fen += (sideToMove == WHITE ? "w " : "b ");
if (castleRights != NO_CASTLES)
if (st.castleRights != NO_CASTLES)
{
if (can_castle_kingside(WHITE)) fen += 'K';
if (can_castle_queenside(WHITE)) fen += 'Q';
@ -305,7 +305,7 @@ void Position::print(Move m) const {
}
std::cout << "+---+---+---+---+---+---+---+---+" << std::endl
<< "Fen is: " << to_fen() << std::endl
<< "Key is: " << key << std::endl;
<< "Key is: " << st.key << std::endl;
RequestPending = false;
}
@ -323,34 +323,34 @@ void Position::copy(const Position &pos) {
/// king) pieces for the given color.
Bitboard Position::pinned_pieces(Color c) const {
if (pinned[c] != ~EmptyBoardBB)
return pinned[c];
if (st.pinned[c] != ~EmptyBoardBB)
return st.pinned[c];
Bitboard p1, p2;
Square ksq = king_square(c);
pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
pinners[c] = p1 | p2;
return pinned[c];
st.pinned[c] = hidden_checks<ROOK, true>(c, ksq, p1) | hidden_checks<BISHOP, true>(c, ksq, p2);
st.pinners[c] = p1 | p2;
return st.pinned[c];
}
Bitboard Position::pinned_pieces(Color c, Bitboard& p) const {
if (pinned[c] == ~EmptyBoardBB)
if (st.pinned[c] == ~EmptyBoardBB)
pinned_pieces(c);
p = pinners[c];
return pinned[c];
p = st.pinners[c];
return st.pinned[c];
}
Bitboard Position::discovered_check_candidates(Color c) const {
if (dcCandidates[c] != ~EmptyBoardBB)
return dcCandidates[c];
if (st.dcCandidates[c] != ~EmptyBoardBB)
return st.dcCandidates[c];
Bitboard dummy;
Square ksq = king_square(opposite_color(c));
dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
return dcCandidates[c];
st.dcCandidates[c] = hidden_checks<ROOK, false>(c, ksq, dummy) | hidden_checks<BISHOP, false>(c, ksq, dummy);
return st.dcCandidates[c];
}
/// Position:hidden_checks<>() returns a bitboard of all pinned (against the
@ -368,14 +368,14 @@ Bitboard Position::hidden_checks(Color c, Square ksq, Bitboard& pinners) const {
else
sliders = bishops_and_queens(FindPinned ? opposite_color(c) : c) & BishopPseudoAttacks[ksq];
if (sliders && (!FindPinned || (sliders & ~checkersBB)))
if (sliders && (!FindPinned || (sliders & ~st.checkersBB)))
{
// King blockers are candidate pinned pieces
Bitboard candidate_pinned = piece_attacks<Piece>(ksq) & pieces_of_color(c);
// Pinners are sliders, not checkers, that give check when
// candidate pinned are removed.
pinners = (FindPinned ? sliders & ~checkersBB : sliders);
pinners = (FindPinned ? sliders & ~st.checkersBB : sliders);
if (Piece == ROOK)
pinners &= rook_attacks_bb(ksq, occupied_squares() ^ candidate_pinned);
@ -474,7 +474,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
void Position::find_checkers() {
Color us = side_to_move();
checkersBB = attacks_to(king_square(us), opposite_color(us));
st.checkersBB = attacks_to(king_square(us), opposite_color(us));
}
@ -706,19 +706,19 @@ void Position::do_move(Move m, UndoInfo& u) {
// captured piece, which is taken care of later.
u = undoInfoUnion;
u.capture = NO_PIECE_TYPE;
previous = &u;
st.previous = &u;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[gamePly] = key;
history[gamePly] = st.key;
// Increment the 50 moves rule draw counter. Resetting it to zero in the
// case of non-reversible moves is taken care of later.
rule50++;
st.rule50++;
// Reset pinned bitboard and its friends
for (Color c = WHITE; c <= BLACK; c++)
pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
if (move_is_castle(m))
do_castle_move(m);
@ -737,12 +737,13 @@ void Position::do_move(Move m, UndoInfo& u) {
assert(color_of_piece_on(to) == them || piece_on(to) == EMPTY);
PieceType piece = type_of_piece_on(from);
PieceType capture = type_of_piece_on(to);
if (capture)
st.capture = type_of_piece_on(to);
if (st.capture)
{
u.capture = capture;
do_capture_move(m, capture, them, to);
u.capture = st.capture;
do_capture_move(m, st.capture, them, to);
}
// Move the piece
@ -756,33 +757,33 @@ void Position::do_move(Move m, UndoInfo& u) {
board[from] = EMPTY;
// Update hash key
key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
st.key ^= zobrist[us][piece][from] ^ zobrist[us][piece][to];
// Update incremental scores
mgValue -= pst<MidGame>(us, piece, from);
mgValue += pst<MidGame>(us, piece, to);
egValue -= pst<EndGame>(us, piece, from);
egValue += pst<EndGame>(us, piece, to);
st.mgValue -= pst<MidGame>(us, piece, from);
st.mgValue += pst<MidGame>(us, piece, to);
st.egValue -= pst<EndGame>(us, piece, from);
st.egValue += pst<EndGame>(us, piece, to);
// If the moving piece was a king, update the king square
if (piece == KING)
kingSquare[us] = to;
// Reset en passant square
if (epSquare != SQ_NONE)
if (st.epSquare != SQ_NONE)
{
key ^= zobEp[epSquare];
epSquare = SQ_NONE;
st.key ^= zobEp[st.epSquare];
st.epSquare = SQ_NONE;
}
// If the moving piece was a pawn do some special extra work
if (piece == PAWN)
{
// Reset rule 50 draw counter
rule50 = 0;
st.rule50 = 0;
// Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
@ -790,8 +791,8 @@ void Position::do_move(Move m, UndoInfo& u) {
if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
{
epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[epSquare];
st.epSquare = Square((int(from) + int(to)) / 2);
st.key ^= zobEp[st.epSquare];
}
}
}
@ -801,33 +802,33 @@ void Position::do_move(Move m, UndoInfo& u) {
index[to] = index[from];
// Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[from];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
st.key ^= zobCastle[st.castleRights];
st.castleRights &= castleRightsMask[from];
st.castleRights &= castleRightsMask[to];
st.key ^= zobCastle[st.castleRights];
// Update checkers bitboard, piece must be already moved
checkersBB = EmptyBoardBB;
st.checkersBB = EmptyBoardBB;
Square ksq = king_square(them);
switch (piece)
{
case PAWN: update_checkers<PAWN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case KNIGHT: update_checkers<KNIGHT>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case BISHOP: update_checkers<BISHOP>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case ROOK: update_checkers<ROOK>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case QUEEN: update_checkers<QUEEN>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case KING: update_checkers<KING>(&checkersBB, ksq, from, to, oldDcCandidates); break;
case PAWN: update_checkers<PAWN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
case KNIGHT: update_checkers<KNIGHT>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
case BISHOP: update_checkers<BISHOP>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
case ROOK: update_checkers<ROOK>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
case QUEEN: update_checkers<QUEEN>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
case KING: update_checkers<KING>(&st.checkersBB, ksq, from, to, oldDcCandidates); break;
default: assert(false); break;
}
}
// Finish
key ^= zobSideToMove;
st.key ^= zobSideToMove;
sideToMove = opposite_color(sideToMove);
gamePly++;
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
@ -845,15 +846,15 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
clear_bit(&(byTypeBB[capture]), to);
// Update hash key
key ^= zobrist[them][capture][to];
st.key ^= zobrist[them][capture][to];
// If the captured piece was a pawn, update pawn hash key
if (capture == PAWN)
pawnKey ^= zobrist[them][PAWN][to];
st.pawnKey ^= zobrist[them][PAWN][to];
// Update incremental scores
mgValue -= pst<MidGame>(them, capture, to);
egValue -= pst<EndGame>(them, capture, to);
st.mgValue -= pst<MidGame>(them, capture, to);
st.egValue -= pst<EndGame>(them, capture, to);
assert(!move_promotion(m) || capture != PAWN);
@ -862,7 +863,7 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
npMaterial[them] -= piece_value_midgame(capture);
// Update material hash key
materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
st.materialKey ^= zobMaterial[them][capture][pieceCount[them][capture]];
// Update piece count
pieceCount[them][capture]--;
@ -872,7 +873,7 @@ void Position::do_capture_move(Move m, PieceType capture, Color them, Square to)
index[pieceList[them][capture][index[to]]] = index[to];
// Reset rule 50 counter
rule50 = 0;
st.rule50 = 0;
}
@ -940,36 +941,36 @@ void Position::do_castle_move(Move m) {
index[rto] = tmp;
// Update incremental scores
mgValue -= pst<MidGame>(us, KING, kfrom);
mgValue += pst<MidGame>(us, KING, kto);
egValue -= pst<EndGame>(us, KING, kfrom);
egValue += pst<EndGame>(us, KING, kto);
mgValue -= pst<MidGame>(us, ROOK, rfrom);
mgValue += pst<MidGame>(us, ROOK, rto);
egValue -= pst<EndGame>(us, ROOK, rfrom);
egValue += pst<EndGame>(us, ROOK, rto);
st.mgValue -= pst<MidGame>(us, KING, kfrom);
st.mgValue += pst<MidGame>(us, KING, kto);
st.egValue -= pst<EndGame>(us, KING, kfrom);
st.egValue += pst<EndGame>(us, KING, kto);
st.mgValue -= pst<MidGame>(us, ROOK, rfrom);
st.mgValue += pst<MidGame>(us, ROOK, rto);
st.egValue -= pst<EndGame>(us, ROOK, rfrom);
st.egValue += pst<EndGame>(us, ROOK, rto);
// Update hash key
key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
st.key ^= zobrist[us][KING][kfrom] ^ zobrist[us][KING][kto];
st.key ^= zobrist[us][ROOK][rfrom] ^ zobrist[us][ROOK][rto];
// Clear en passant square
if (epSquare != SQ_NONE)
if (st.epSquare != SQ_NONE)
{
key ^= zobEp[epSquare];
epSquare = SQ_NONE;
st.key ^= zobEp[st.epSquare];
st.epSquare = SQ_NONE;
}
// Update castling rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[kfrom];
key ^= zobCastle[castleRights];
st.key ^= zobCastle[st.castleRights];
st.castleRights &= castleRightsMask[kfrom];
st.key ^= zobCastle[st.castleRights];
// Reset rule 50 counter
rule50 = 0;
st.rule50 = 0;
// Update checkers BB
checkersBB = attacks_to(king_square(them), us);
st.checkersBB = attacks_to(king_square(them), us);
}
@ -982,7 +983,7 @@ void Position::do_promotion_move(Move m) {
Color us, them;
Square from, to;
PieceType capture, promotion;
PieceType promotion;
assert(is_ok());
assert(move_is_ok(m));
@ -997,12 +998,12 @@ void Position::do_promotion_move(Move m) {
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
assert(color_of_piece_on(to) == them || square_is_empty(to));
capture = type_of_piece_on(to);
st.capture = type_of_piece_on(to);
if (capture)
if (st.capture)
{
previous->capture = capture;
do_capture_move(m, capture, them, to);
st.previous->capture = st.capture;
do_capture_move(m, st.capture, them, to);
}
// Remove pawn
@ -1020,14 +1021,14 @@ void Position::do_promotion_move(Move m) {
board[to] = piece_of_color_and_type(us, promotion);
// Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][promotion][to];
// Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from];
st.pawnKey ^= zobrist[us][PAWN][from];
// Update material key
materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
st.materialKey ^= zobMaterial[us][PAWN][pieceCount[us][PAWN]];
st.materialKey ^= zobMaterial[us][promotion][pieceCount[us][promotion]+1];
// Update piece counts
pieceCount[us][PAWN]--;
@ -1040,31 +1041,31 @@ void Position::do_promotion_move(Move m) {
index[to] = pieceCount[us][promotion] - 1;
// Update incremental scores
mgValue -= pst<MidGame>(us, PAWN, from);
mgValue += pst<MidGame>(us, promotion, to);
egValue -= pst<EndGame>(us, PAWN, from);
egValue += pst<EndGame>(us, promotion, to);
st.mgValue -= pst<MidGame>(us, PAWN, from);
st.mgValue += pst<MidGame>(us, promotion, to);
st.egValue -= pst<EndGame>(us, PAWN, from);
st.egValue += pst<EndGame>(us, promotion, to);
// Update material
npMaterial[us] += piece_value_midgame(promotion);
// Clear the en passant square
if (epSquare != SQ_NONE)
if (st.epSquare != SQ_NONE)
{
key ^= zobEp[epSquare];
epSquare = SQ_NONE;
st.key ^= zobEp[st.epSquare];
st.epSquare = SQ_NONE;
}
// Update castle rights
key ^= zobCastle[castleRights];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
st.key ^= zobCastle[st.castleRights];
st.castleRights &= castleRightsMask[to];
st.key ^= zobCastle[st.castleRights];
// Reset rule 50 counter
rule50 = 0;
st.rule50 = 0;
// Update checkers BB
checkersBB = attacks_to(king_square(them), us);
st.checkersBB = attacks_to(king_square(them), us);
}
@ -1088,7 +1089,7 @@ void Position::do_ep_move(Move m) {
to = move_to(m);
capsq = (us == WHITE)? (to - DELTA_N) : (to - DELTA_S);
assert(to == epSquare);
assert(to == st.epSquare);
assert(relative_rank(us, to) == RANK_6);
assert(piece_on(to) == EMPTY);
assert(piece_on(from) == piece_of_color_and_type(us, PAWN));
@ -1113,7 +1114,7 @@ void Position::do_ep_move(Move m) {
board[from] = EMPTY;
// Update material hash key
materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
st.materialKey ^= zobMaterial[them][PAWN][pieceCount[them][PAWN]];
// Update piece count
pieceCount[them][PAWN]--;
@ -1125,30 +1126,30 @@ void Position::do_ep_move(Move m) {
index[pieceList[them][PAWN][index[capsq]]] = index[capsq];
// Update hash key
key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
key ^= zobrist[them][PAWN][capsq];
key ^= zobEp[epSquare];
st.key ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
st.key ^= zobrist[them][PAWN][capsq];
st.key ^= zobEp[st.epSquare];
// Update pawn hash key
pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
pawnKey ^= zobrist[them][PAWN][capsq];
st.pawnKey ^= zobrist[us][PAWN][from] ^ zobrist[us][PAWN][to];
st.pawnKey ^= zobrist[them][PAWN][capsq];
// Update incremental scores
mgValue -= pst<MidGame>(them, PAWN, capsq);
mgValue -= pst<MidGame>(us, PAWN, from);
mgValue += pst<MidGame>(us, PAWN, to);
egValue -= pst<EndGame>(them, PAWN, capsq);
egValue -= pst<EndGame>(us, PAWN, from);
egValue += pst<EndGame>(us, PAWN, to);
st.mgValue -= pst<MidGame>(them, PAWN, capsq);
st.mgValue -= pst<MidGame>(us, PAWN, from);
st.mgValue += pst<MidGame>(us, PAWN, to);
st.egValue -= pst<EndGame>(them, PAWN, capsq);
st.egValue -= pst<EndGame>(us, PAWN, from);
st.egValue += pst<EndGame>(us, PAWN, to);
// Reset en passant square
epSquare = SQ_NONE;
st.epSquare = SQ_NONE;
// Reset rule 50 counter
rule50 = 0;
st.rule50 = 0;
// Update checkers BB
checkersBB = attacks_to(king_square(them), us);
st.checkersBB = attacks_to(king_square(them), us);
}
@ -1167,7 +1168,7 @@ void Position::undo_move(Move m) {
// Restore information from our UndoInfo object (except the captured piece,
// which is taken care of later)
undoInfoUnion = *previous;
undoInfoUnion = *(st.previous);
if (move_is_castle(m))
undo_castle_move(m);
@ -1209,26 +1210,26 @@ void Position::undo_move(Move m) {
pieceList[us][piece][index[to]] = from;
index[from] = index[to];
if (capture)
if (st.capture)
{
assert(capture != KING);
// Replace the captured piece
set_bit(&(byColorBB[them]), to);
set_bit(&(byTypeBB[capture]), to);
set_bit(&(byTypeBB[st.capture]), to);
set_bit(&(byTypeBB[0]), to);
board[to] = piece_of_color_and_type(them, capture);
board[to] = piece_of_color_and_type(them, st.capture);
// Update material
if (capture != PAWN)
npMaterial[them] += piece_value_midgame(capture);
if (st.capture != PAWN)
npMaterial[them] += piece_value_midgame(st.capture);
// Update piece list
pieceList[them][capture][pieceCount[them][capture]] = to;
index[to] = pieceCount[them][capture];
pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
index[to] = pieceCount[them][st.capture];
// Update piece count
pieceCount[them][capture]++;
pieceCount[them][st.capture]++;
} else
board[to] = EMPTY;
}
@ -1356,27 +1357,27 @@ void Position::undo_promotion_move(Move m) {
pieceCount[us][promotion]--;
pieceCount[us][PAWN]++;
if (capture)
if (st.capture)
{
assert(capture != KING);
// Insert captured piece:
set_bit(&(byColorBB[them]), to);
set_bit(&(byTypeBB[capture]), to);
set_bit(&(byTypeBB[st.capture]), to);
set_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
board[to] = piece_of_color_and_type(them, capture);
board[to] = piece_of_color_and_type(them, st.capture);
// Update material. Because the move is a promotion move, we know
// that the captured piece cannot be a pawn.
assert(capture != PAWN);
npMaterial[them] += piece_value_midgame(capture);
npMaterial[them] += piece_value_midgame(st.capture);
// Update piece list
pieceList[them][capture][pieceCount[them][capture]] = to;
index[to] = pieceCount[them][capture];
pieceList[them][st.capture][pieceCount[them][st.capture]] = to;
index[to] = pieceCount[them][st.capture];
// Update piece count
pieceCount[them][capture]++;
pieceCount[them][st.capture]++;
} else
board[to] = EMPTY;
}
@ -1447,27 +1448,27 @@ void Position::do_null_move(UndoInfo& u) {
// Back up the information necessary to undo the null move to the supplied
// UndoInfo object. In the case of a null move, the only thing we need to
// remember is the last move made and the en passant square.
u.lastMove = lastMove;
u.epSquare = epSquare;
u.previous = previous;
previous = &u;
u.lastMove = st.lastMove;
u.epSquare = st.epSquare;
u.previous = st.previous;
st.previous = &u;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[gamePly] = key;
history[gamePly] = st.key;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
if (epSquare != SQ_NONE)
key ^= zobEp[epSquare];
if (st.epSquare != SQ_NONE)
st.key ^= zobEp[st.epSquare];
epSquare = SQ_NONE;
rule50++;
st.epSquare = SQ_NONE;
st.rule50++;
gamePly++;
key ^= zobSideToMove;
st.key ^= zobSideToMove;
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
@ -1481,21 +1482,21 @@ void Position::undo_null_move() {
assert(!is_check());
// Restore information from the our UndoInfo object
lastMove = previous->lastMove;
epSquare = previous->epSquare;
previous = previous->previous;
st.lastMove = st.previous->lastMove;
st.epSquare = st.previous->epSquare;
st.previous = st.previous->previous;
if (epSquare != SQ_NONE)
key ^= zobEp[epSquare];
if (st.epSquare != SQ_NONE)
st.key ^= zobEp[st.epSquare];
// Update the necessary information
sideToMove = opposite_color(sideToMove);
rule50--;
st.rule50--;
gamePly--;
key ^= zobSideToMove;
st.key ^= zobSideToMove;
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
st.mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st.egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
@ -1548,7 +1549,7 @@ int Position::see(Square from, Square to) const {
occ = occupied_squares();
// Handle en passant moves
if (epSquare == to && type_of_piece_on(from) == PAWN)
if (st.epSquare == to && type_of_piece_on(from) == PAWN)
{
assert(capture == EMPTY);
@ -1673,21 +1674,21 @@ void Position::clear() {
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
}
checkersBB = EmptyBoardBB;
st.checkersBB = EmptyBoardBB;
for (Color c = WHITE; c <= BLACK; c++)
pinners[c] = pinned[c] = dcCandidates[c] = ~EmptyBoardBB;
st.pinners[c] = st.pinned[c] = st.dcCandidates[c] = ~EmptyBoardBB;
lastMove = MOVE_NONE;
st.lastMove = MOVE_NONE;
sideToMove = WHITE;
castleRights = NO_CASTLES;
st.castleRights = NO_CASTLES;
initialKFile = FILE_E;
initialKRFile = FILE_H;
initialQRFile = FILE_A;
epSquare = SQ_NONE;
rule50 = 0;
st.epSquare = SQ_NONE;
st.rule50 = 0;
st.previous = NULL;
gamePly = 0;
previous = NULL;
}
@ -1731,7 +1732,7 @@ void Position::put_piece(Piece p, Square s) {
void Position::allow_oo(Color c) {
castleRights |= (1 + int(c));
st.castleRights |= (1 + int(c));
}
@ -1740,7 +1741,7 @@ void Position::allow_oo(Color c) {
void Position::allow_ooo(Color c) {
castleRights |= (4 + 4*int(c));
st.castleRights |= (4 + 4*int(c));
}
@ -1760,7 +1761,7 @@ Key Position::compute_key() const {
if (ep_square() != SQ_NONE)
result ^= zobEp[ep_square()];
result ^= zobCastle[castleRights];
result ^= zobCastle[st.castleRights];
if (side_to_move() == BLACK)
result ^= zobSideToMove;
@ -1893,12 +1894,12 @@ bool Position::is_draw() const {
return true;
// Draw by the 50 moves rule?
if (rule50 > 100 || (rule50 == 100 && !is_check()))
if (st.rule50 > 100 || (st.rule50 == 100 && !is_check()))
return true;
// Draw by repetition?
for (int i = 2; i < Min(gamePly, rule50); i += 2)
if (history[gamePly - i] == key)
for (int i = 2; i < Min(gamePly, st.rule50); i += 2)
if (history[gamePly - i] == st.key)
return true;
return false;
@ -1917,8 +1918,8 @@ bool Position::has_mate_threat(Color c) {
// The following lines are useless and silly, but prevents gcc from
// emitting a stupid warning stating that u1.lastMove and u1.epSquare might
// be used uninitialized.
u1.lastMove = lastMove;
u1.epSquare = epSquare;
u1.lastMove = st.lastMove;
u1.epSquare = st.epSquare;
if (is_check())
return false;
@ -2046,20 +2047,20 @@ void Position::flipped_copy(const Position &pos) {
castleRightsMask[make_square(initialQRFile, RANK_8)] ^= BLACK_OOO;
// En passant square
if (pos.epSquare != SQ_NONE)
epSquare = flip_square(pos.epSquare);
if (pos.st.epSquare != SQ_NONE)
st.epSquare = flip_square(pos.st.epSquare);
// Checkers
find_checkers();
// Hash keys
key = compute_key();
pawnKey = compute_pawn_key();
materialKey = compute_material_key();
st.key = compute_key();
st.pawnKey = compute_pawn_key();
st.materialKey = compute_material_key();
// Incremental scores
mgValue = compute_value<MidGame>();
egValue = compute_value<EndGame>();
st.mgValue = compute_value<MidGame>();
st.egValue = compute_value<EndGame>();
// Material
npMaterial[WHITE] = compute_non_pawn_material(WHITE);
@ -2136,7 +2137,7 @@ bool Position::is_ok(int* failedStep) const {
// Is there more than 2 checkers?
if (failedStep) (*failedStep)++;
if (debugCheckerCount && count_1s(checkersBB) > 2)
if (debugCheckerCount && count_1s(st.checkersBB) > 2)
return false;
// Bitboards OK?
@ -2171,27 +2172,27 @@ bool Position::is_ok(int* failedStep) const {
// Hash key OK?
if (failedStep) (*failedStep)++;
if (debugKey && key != compute_key())
if (debugKey && st.key != compute_key())
return false;
// Pawn hash key OK?
if (failedStep) (*failedStep)++;
if (debugPawnKey && pawnKey != compute_pawn_key())
if (debugPawnKey && st.pawnKey != compute_pawn_key())
return false;
// Material hash key OK?
if (failedStep) (*failedStep)++;
if (debugMaterialKey && materialKey != compute_material_key())
if (debugMaterialKey && st.materialKey != compute_material_key())
return false;
// Incremental eval OK?
if (failedStep) (*failedStep)++;
if (debugIncrementalEval)
{
if (mgValue != compute_value<MidGame>())
if (st.mgValue != compute_value<MidGame>())
return false;
if (egValue != compute_value<EndGame>())
if (st.egValue != compute_value<EndGame>())
return false;
}

View File

@ -358,7 +358,7 @@ private:
Value mgValue, egValue;
PieceType capture;
UndoInfo* previous;
};
} st;
};
// Static variables
@ -510,7 +510,7 @@ inline Square Position::piece_list(Color c, PieceType pt, int index) const {
}
inline Square Position::ep_square() const {
return epSquare;
return st.epSquare;
}
inline Square Position::king_square(Color c) const {
@ -518,11 +518,11 @@ 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 {
@ -572,11 +572,11 @@ inline Bitboard Position::piece_attacks<KING>(Square s) const {
}
inline Bitboard Position::checkers() const {
return checkersBB;
return st.checkersBB;
}
inline bool Position::is_check() const {
return checkersBB != EmptyBoardBB;
return st.checkersBB != EmptyBoardBB;
}
inline bool Position::pawn_attacks_square(Color c, Square f, Square t) const {
@ -623,15 +623,15 @@ inline bool Position::square_is_weak(Square s, Color c) const {
}
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;
}
template<Position::GamePhase Phase>
@ -646,11 +646,11 @@ inline Value Position::mg_pst_delta(Move m) const {
}
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 {
@ -709,7 +709,7 @@ inline bool Position::move_was_passed_pawn_push(Move m) const {
inline int Position::rule_50_counter() const {
return rule50;
return st.rule50;
}
inline bool Position::opposite_colored_bishops() const {