droidfish/DroidFish/jni/rtb/position.hpp

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/*
Texel - A UCI chess engine.
Copyright (C) 2012-2014 Peter Österlund, peterosterlund2@gmail.com
This program 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.
This program 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 <http://www.gnu.org/licenses/>.
*/
/*
* position.hpp
*
* Created on: Feb 25, 2012
* Author: petero
*/
#ifndef POSITION_HPP_
#define POSITION_HPP_
#include "move.hpp"
#include "undoInfo.hpp"
#include "bitBoard.hpp"
#include "piece.hpp"
#include "material.hpp"
#include <algorithm>
#include <iostream>
/**
* Stores the state of a chess position.
* All required state is stored, except for all previous positions
* since the last capture or pawn move. That state is only needed
* for three-fold repetition draw detection, and is better stored
* in a separate hash table.
*/
class Position {
public:
/** Bit definitions for the castleMask bit mask. */
static const int A1_CASTLE = 0; /** White long castle. */
static const int H1_CASTLE = 1; /** White short castle. */
static const int A8_CASTLE = 2; /** Black long castle. */
static const int H8_CASTLE = 3; /** Black short castle. */
/** Initialize board to empty position. */
Position();
/** Return the material identifier. */
int materialId() const;
bool isWhiteMove() const;
void setWhiteMove(bool whiteMove);
/** Return piece occupying a square. */
int getPiece(int square) const;
/** Set a square to a piece value. */
void setPiece(int square, int piece);
/** Bitmask describing castling rights. */
int getCastleMask() const;
void setCastleMask(int castleMask);
/** En passant square, or -1 if no en passant possible. */
int getEpSquare() const;
void setEpSquare(int epSquare);
int getKingSq(bool white) const;
/** Apply a move to the current position. */
void makeMove(const Move& move, UndoInfo& ui);
void unMakeMove(const Move& move, const UndoInfo& ui);
int getFullMoveCounter() const;
void setFullMoveCounter(int fm);
int getHalfMoveClock() const;
void setHalfMoveClock(int hm);
/** BitBoard for all squares occupied by a piece type. */
U64 pieceTypeBB(Piece::Type piece) const;
/** BitBoard for all squares occupied by several piece types. */
template <typename Piece0, typename... Pieces> U64 pieceTypeBB(Piece0 piece0, Pieces... pieces) const;
/** BitBoard for all squares occupied by white pieces. */
U64 whiteBB() const;
/** BitBoard for all squares occupied by black pieces. */
U64 blackBB() const;
/** BitBoard for all squares occupied by white or black pieces. */
U64 colorBB(int wtm) const;
/** BitBoard for all squares occupied by white and black pieces. */
U64 occupiedBB() const;
int wKingSq() const;
int bKingSq() const;
/** Return index in squares[] vector corresponding to (x,y). */
static int getSquare(int x, int y);
/** Return x position (file) corresponding to a square. */
static int getX(int square);
/** Return y position (rank) corresponding to a square. */
static int getY(int square);
/** Return true if (x,y) is a dark square. */
static bool darkSquare(int x, int y);
/** Initialize static data. */
static void staticInitialize();
private:
/** Move a non-pawn piece to an empty square. */
void movePieceNotPawn(int from, int to);
void removeCastleRights(int square);
int wKingSq_, bKingSq_; // Cached king positions
int squares[64];
// Bitboards
U64 pieceTypeBB_[Piece::nPieceTypes];
U64 whiteBB_, blackBB_;
bool whiteMove;
/** Number of half-moves since last 50-move reset. */
int halfMoveClock;
/** Game move number, starting from 1. */
int fullMoveCounter;
int castleMask;
int epSquare;
MatId matId; // Cached material identifier
};
inline int
Position::materialId() const {
return matId();
}
inline bool
Position::isWhiteMove() const {
return whiteMove;
}
inline void
Position::setWhiteMove(bool whiteMove) {
this->whiteMove = whiteMove;
}
inline int
Position::getPiece(int square) const {
return squares[square];
}
inline int
Position::getCastleMask() const {
return castleMask;
}
inline void
Position::setCastleMask(int castleMask) {
this->castleMask = castleMask;
}
inline int
Position::getEpSquare() const {
return epSquare;
}
inline void
Position::setEpSquare(int epSquare) {
this->epSquare = epSquare;
}
inline int
Position::getKingSq(bool white) const {
return white ? wKingSq() : bKingSq();
}
inline void
Position::unMakeMove(const Move& move, const UndoInfo& ui) {
whiteMove = !whiteMove;
int p = squares[move.to()];
setPiece(move.from(), p);
setPiece(move.to(), ui.capturedPiece);
setCastleMask(ui.castleMask);
setEpSquare(ui.epSquare);
halfMoveClock = ui.halfMoveClock;
bool wtm = whiteMove;
if (move.promoteTo() != Piece::EMPTY) {
p = wtm ? Piece::WPAWN : Piece::BPAWN;
setPiece(move.from(), p);
}
if (!wtm)
fullMoveCounter--;
// Handle castling
int king = wtm ? Piece::WKING : Piece::BKING;
if (p == king) {
int k0 = move.from();
if (move.to() == k0 + 2) { // O-O
movePieceNotPawn(k0 + 1, k0 + 3);
} else if (move.to() == k0 - 2) { // O-O-O
movePieceNotPawn(k0 - 1, k0 - 4);
}
}
// Handle en passant
if (move.to() == epSquare) {
if (p == Piece::WPAWN) {
setPiece(move.to() - 8, Piece::BPAWN);
} else if (p == Piece::BPAWN) {
setPiece(move.to() + 8, Piece::WPAWN);
}
}
}
inline int
Position::getSquare(int x, int y) {
return y * 8 + x;
}
/** Return x position (file) corresponding to a square. */
inline int
Position::getX(int square) {
return square & 7;
}
/** Return y position (rank) corresponding to a square. */
inline int
Position::getY(int square) {
return square >> 3;
}
/** Return true if (x,y) is a dark square. */
inline bool
Position::darkSquare(int x, int y) {
return (x & 1) == (y & 1);
}
inline void
Position::removeCastleRights(int square) {
if (square == getSquare(0, 0)) {
setCastleMask(castleMask & ~(1 << A1_CASTLE));
} else if (square == getSquare(7, 0)) {
setCastleMask(castleMask & ~(1 << H1_CASTLE));
} else if (square == getSquare(0, 7)) {
setCastleMask(castleMask & ~(1 << A8_CASTLE));
} else if (square == getSquare(7, 7)) {
setCastleMask(castleMask & ~(1 << H8_CASTLE));
}
}
inline int Position::getFullMoveCounter() const {
return fullMoveCounter;
}
inline void Position::setFullMoveCounter(int fm) {
fullMoveCounter = fm;
}
inline int Position::getHalfMoveClock() const {
return halfMoveClock;
}
inline void Position::setHalfMoveClock(int hm) {
halfMoveClock = hm;
}
inline U64 Position::pieceTypeBB(Piece::Type piece) const {
return pieceTypeBB_[piece];
}
template <typename Piece0, typename... Pieces>
inline U64 Position::pieceTypeBB(Piece0 piece0, Pieces... pieces) const {
return pieceTypeBB(piece0) | pieceTypeBB(pieces...);
}
inline U64 Position::whiteBB() const {
return whiteBB_;
}
inline U64 Position::blackBB() const {
return blackBB_;
};
inline U64 Position::colorBB(int wtm) const {
return wtm ? whiteBB_ : blackBB_;
}
inline U64 Position::occupiedBB() const {
return whiteBB() | blackBB();
}
inline int Position::wKingSq() const {
return wKingSq_;
}
inline int Position::bKingSq() const {
return bKingSq_;
}
#endif /* POSITION_HPP_ */