Retire history[]

Use key saved in state instead.

No functional change (in real games) and no speed regression.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-07-18 10:20:37 +02:00
parent a6fc3d6ee5
commit 3d8140a541
3 changed files with 33 additions and 45 deletions

View File

@@ -26,11 +26,6 @@
#include "move.h"
#include "types.h"
/// Maximum number of plies per game (220 should be enough, because the
/// maximum search depth is 100, and during position setup we reset the
/// move counter for every non-reversible move).
const int MaxGameLength = 220;
/// The checkInfo struct is initialized at c'tor time and keeps info used
/// to detect if a move gives check.
@@ -168,7 +163,7 @@ public:
bool pawn_is_passed(Color c, Square s) const;
// Doing and undoing moves
void do_setup_move(Move m);
void do_setup_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st);
void do_move(Move m, StateInfo& st, const CheckInfo& ci, bool moveIsCheck);
void undo_move(Move m);
@@ -219,7 +214,6 @@ private:
// Initialization helper functions (used while setting up a position)
void clear();
void detach();
void put_piece(Piece p, Square s);
void set_castle(int f, Square ksq, Square rsq);
void set_castling_rights(char token);
@@ -258,7 +252,6 @@ private:
int index[64]; // [square]
// Other info
Key history[MaxGameLength];
int castleRightsMask[64]; // [square]
Square castleRookSquare[16]; // [castleRight]
StateInfo startState;