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Further simplify castling rights

Reverse the meaning of castleRightsMask[sq] so that now
is stored the castling right that will be removed in
case a move starts from or arrives to sq square. This
allows to simplify the code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2012-02-20 10:23:55 +01:00
parent 50edb7cd73
commit 6a48325c49

View file

@ -247,8 +247,8 @@ void Position::set_castle_right(Color c, Square rsq) {
int f = (rsq < king_square(c) ? WHITE_OOO : WHITE_OO) << c;
st->castleRights |= f;
castleRightsMask[king_square(c)] ^= f;
castleRightsMask[rsq] ^= f;
castleRightsMask[king_square(c)] |= f;
castleRightsMask[rsq] |= f;
castleRookSquare[f] = rsq;
}
@ -840,12 +840,11 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
}
// Update castle rights if needed
if ( st->castleRights != CASTLES_NONE
&& (castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
if (st->castleRights && (castleRightsMask[from] | castleRightsMask[to]))
{
int cr = castleRightsMask[from] & castleRightsMask[to];
k ^= zobCastle[st->castleRights & (cr ^ ALL_CASTLES)];
st->castleRights &= cr;
int cr = castleRightsMask[from] | castleRightsMask[to];
k ^= zobCastle[st->castleRights & cr];
st->castleRights &= ~cr;
}
// Prefetch TT access as soon as we know key is updated
@ -1151,9 +1150,8 @@ void Position::do_castle_move(Move m) {
}
// Update castling rights
int cr = castleRightsMask[kfrom];
st->key ^= zobCastle[st->castleRights & (cr ^ ALL_CASTLES)];
st->castleRights &= cr;
st->key ^= zobCastle[st->castleRights & castleRightsMask[kfrom]];
st->castleRights &= ~castleRightsMask[kfrom];
// Update checkers BB
st->checkersBB = attackers_to(king_square(~us)) & pieces(us);
@ -1337,27 +1335,16 @@ int Position::see(Move m) const {
void Position::clear() {
memset(this, 0, sizeof(Position));
startState.epSquare = SQ_NONE;
st = &startState;
memset(st, 0, sizeof(StateInfo));
st->epSquare = SQ_NONE;
memset(byColorBB, 0, sizeof(Bitboard) * 2);
memset(byTypeBB, 0, sizeof(Bitboard) * 8);
memset(pieceCount, 0, sizeof(int) * 2 * 8);
memset(index, 0, sizeof(int) * 64);
for (int i = 0; i < 8; i++)
for (int j = 0; j < 16; j++)
pieceList[0][i][j] = pieceList[1][i][j] = SQ_NONE;
for (Square sq = SQ_A1; sq <= SQ_H8; sq++)
{
board[sq] = NO_PIECE;
castleRightsMask[sq] = ALL_CASTLES;
}
sideToMove = WHITE;
nodes = 0;
occupied = 0;
}
@ -1776,8 +1763,8 @@ bool Position::pos_is_ok(int* failedStep) const {
Piece rook = (f & (WHITE_OO | WHITE_OOO) ? W_ROOK : B_ROOK);
if ( castleRightsMask[castleRookSquare[f]] != (ALL_CASTLES ^ f)
|| piece_on(castleRookSquare[f]) != rook)
if ( piece_on(castleRookSquare[f]) != rook
|| castleRightsMask[castleRookSquare[f]] != f)
return false;
}