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Use key saved in state instead. No functional change (in real games) and no speed regression. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -26,11 +26,6 @@
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#include "move.h"
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#include "types.h"
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/// Maximum number of plies per game (220 should be enough, because the
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/// maximum search depth is 100, and during position setup we reset the
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/// move counter for every non-reversible move).
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const int MaxGameLength = 220;
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/// The checkInfo struct is initialized at c'tor time and keeps info used
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/// to detect if a move gives check.
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@@ -168,7 +163,7 @@ public:
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bool pawn_is_passed(Color c, Square s) const;
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// Doing and undoing moves
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void do_setup_move(Move m);
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void do_setup_move(Move m, StateInfo& st);
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void do_move(Move m, StateInfo& st);
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void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
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void undo_move(Move m);
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@@ -219,7 +214,6 @@ private:
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// Initialization helper functions (used while setting up a position)
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void clear();
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void detach();
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void put_piece(Piece p, Square s);
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void set_castle(int f, Square ksq, Square rsq);
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void set_castling_rights(char token);
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@@ -258,7 +252,6 @@ private:
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int index[64]; // [square]
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// Other info
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Key history[MaxGameLength];
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int castleRightsMask[64]; // [square]
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Square castleRookSquare[16]; // [castleRight]
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StateInfo startState;
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