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Little do_move() micro optimizations

Also a few remaining style touches.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-08-18 01:21:01 +01:00
parent 693b38a5e7
commit e4fc957898

View file

@ -763,7 +763,8 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
}
// Update castle rights, try to shortcut a common case
if ((castleRightsMask[from] & castleRightsMask[to]) != ALL_CASTLES)
int cm = castleRightsMask[from] & castleRightsMask[to];
if (cm != ALL_CASTLES && ((cm & st->castleRights) != st->castleRights))
{
key ^= zobCastle[st->castleRights];
st->castleRights &= castleRightsMask[from];
@ -805,9 +806,8 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
// Set en passant square, only if moved pawn can be captured
if (abs(int(to) - int(from)) == 16)
{
if ( (us == WHITE && (pawn_attacks(WHITE, from + DELTA_N) & pawns(BLACK)))
|| (us == BLACK && (pawn_attacks(BLACK, from + DELTA_S) & pawns(WHITE))))
{
if (pawn_attacks(us, from + (us == WHITE ? DELTA_N : DELTA_S)) & pawns(them))
{
st->epSquare = Square((int(from) + int(to)) / 2);
key ^= zobEp[st->epSquare];
}
@ -818,7 +818,7 @@ void Position::do_move(Move m, StateInfo& newSt, Bitboard dcCandidates) {
st->mgValue += pst_delta<MidGame>(piece, from, to);
st->egValue += pst_delta<EndGame>(piece, from, to);
if (pm)
if (pm) // promotion ?
{
PieceType promotion = move_promotion_piece(m);
@ -898,7 +898,7 @@ void Position::do_capture_move(Bitboard& key, PieceType capture, Color them, Squ
Square capsq = to;
if (ep)
if (ep) // en passant ?
{
capsq = (them == BLACK)? (to - DELTA_N) : (to - DELTA_S);
@ -1005,7 +1005,7 @@ void Position::do_castle_move(Move m) {
// Update piece lists
pieceList[us][KING][index[kfrom]] = kto;
pieceList[us][ROOK][index[rfrom]] = rto;
int tmp = index[rfrom];
int tmp = index[rfrom]; // In Chess960 could be rto == kfrom
index[kto] = index[kfrom];
index[rto] = tmp;
@ -1078,7 +1078,7 @@ void Position::undo_move(Move m) {
assert(!ep || relative_rank(us, to) == RANK_6);
assert(!ep || piece_on(to) == piece_of_color_and_type(us, PAWN));
if (pm)
if (pm) // promotion ?
{
PieceType promotion = move_promotion_piece(m);
pt = PAWN;
@ -1095,10 +1095,11 @@ void Position::undo_move(Move m) {
pieceCount[us][PAWN]++;
// Update piece list replacing promotion piece with a pawn
pieceList[us][promotion][index[to]] = pieceList[us][promotion][pieceCount[us][promotion]];
index[pieceList[us][promotion][index[to]]] = index[to];
pieceList[us][PAWN][pieceCount[us][PAWN] - 1] = to;
Square lastPromotionSquare = pieceList[us][promotion][pieceCount[us][promotion]];
index[lastPromotionSquare] = index[to];
pieceList[us][promotion][index[lastPromotionSquare]] = lastPromotionSquare;
index[to] = pieceCount[us][PAWN] - 1;
pieceList[us][PAWN][index[to]] = to;
}
// Put the piece back at the source square
@ -1115,8 +1116,8 @@ void Position::undo_move(Move m) {
kingSquare[us] = from;
// Update piece list
pieceList[us][pt][index[to]] = from;
index[from] = index[to];
pieceList[us][pt][index[from]] = from;
if (st->capture)
{
@ -1135,12 +1136,12 @@ void Position::undo_move(Move m) {
board[capsq] = piece_of_color_and_type(them, st->capture);
// Update piece list
pieceList[them][st->capture][pieceCount[them][st->capture]] = capsq;
index[capsq] = pieceCount[them][st->capture];
// Update piece count
pieceCount[them][st->capture]++;
// Update piece list, add a new captured piece in capsq square
index[capsq] = pieceCount[them][st->capture] - 1;
pieceList[them][st->capture][index[capsq]] = capsq;
}
// Finally point our state pointer back to the previous state
@ -1203,7 +1204,7 @@ void Position::undo_castle_move(Move m) {
// Update piece lists
pieceList[us][KING][index[kto]] = kfrom;
pieceList[us][ROOK][index[rto]] = rfrom;
int tmp = index[rto]; // Necessary because we may have rto == kfrom in FRC.
int tmp = index[rto]; // In Chess960 could be rto == kfrom
index[kfrom] = index[kto];
index[rfrom] = tmp;
@ -1224,10 +1225,10 @@ void Position::do_null_move(StateInfo& backupSt) {
// StateInfo object.
// Note that differently from normal case here backupSt is actually used as
// a backup storage not as a new state to be used.
backupSt.key = st->key;
backupSt.epSquare = st->epSquare;
backupSt.key = st->key;
backupSt.mgValue = st->mgValue;
backupSt.egValue = st->egValue;
backupSt.mgValue = st->mgValue;
backupSt.egValue = st->egValue;
backupSt.previous = st->previous;
st->previous = &backupSt;
@ -1241,6 +1242,7 @@ void Position::do_null_move(StateInfo& backupSt) {
st->key ^= zobSideToMove;
TT.prefetch(st->key);
sideToMove = opposite_color(sideToMove);
st->epSquare = SQ_NONE;
st->rule50++;
@ -1248,8 +1250,6 @@ void Position::do_null_move(StateInfo& backupSt) {
st->mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
st->egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(is_ok());
}
@ -1261,18 +1261,17 @@ void Position::undo_null_move() {
assert(!is_check());
// Restore information from the our backup StateInfo object
st->epSquare = st->previous->epSquare;
st->key = st->previous->key;
st->mgValue = st->previous->mgValue;
st->egValue = st->previous->egValue;
st->previous = st->previous->previous;
StateInfo* backupSt = st->previous;
st->key = backupSt->key;
st->epSquare = backupSt->epSquare;
st->mgValue = backupSt->mgValue;
st->egValue = backupSt->egValue;
st->previous = backupSt->previous;
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
gamePly--;
assert(is_ok());
}