Use ply counter in Position object

And avoid a redundant one passed as argument in
search calls.

Also renamed gamePly in ply to better clarify this
is used as search ply and is set to zero at the
beginning of the search.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2010-05-31 21:38:34 +01:00
parent ee8ccac622
commit 6716337f40
5 changed files with 54 additions and 52 deletions

View File

@@ -703,7 +703,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// pointer to point to the new, ready to be updated, state.
struct ReducedStateInfo {
Key pawnKey, materialKey;
int castleRights, rule50, gamePly, pliesFromNull;
int castleRights, rule50, ply, pliesFromNull;
Square epSquare;
Score value;
Value npMaterial[2];
@@ -715,7 +715,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->gamePly++] = key;
history[st->ply++] = key;
// Update side to move
key ^= zobSideToMove;
@@ -819,7 +819,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
set_bit(&(byTypeBB[promotion]), to);
board[to] = piece_of_color_and_type(us, promotion);
// Update piece counts
// Update piece counts
pieceCount[us][promotion]++;
pieceCount[us][PAWN]--;
@@ -1243,7 +1243,7 @@ void Position::do_null_move(StateInfo& backupSt) {
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
history[st->gamePly++] = st->key;
history[st->ply++] = st->key;
// Update the necessary information
if (st->epSquare != SQ_NONE)
@@ -1278,7 +1278,7 @@ void Position::undo_null_move() {
// Update the necessary information
sideToMove = opposite_color(sideToMove);
st->rule50--;
st->gamePly--;
st->ply--;
}
@@ -1481,15 +1481,15 @@ void Position::clear() {
}
/// Position::reset_game_ply() simply sets gamePly to 0. It is used from the
/// Position::reset_ply() simply sets ply to 0. It is used from the
/// UCI interface code, whenever a non-reversible move is made in a
/// 'position fen <fen> moves m1 m2 ...' command. This makes it possible
/// for the program to handle games of arbitrary length, as long as the GUI
/// handles draws by the 50 move rule correctly.
void Position::reset_game_ply() {
void Position::reset_ply() {
st->gamePly = 0;
st->ply = 0;
}
@@ -1666,9 +1666,11 @@ bool Position::is_draw() const {
if (st->rule50 > 100 || (st->rule50 == 100 && !is_check()))
return true;
// Draw by repetition?
for (int i = 4, e = Min(Min(st->gamePly, st->rule50), st->pliesFromNull); i <= e; i += 2)
if (history[st->gamePly - i] == st->key)
assert(st->ply >= st->rule50);
// Draw by repetition?
for (int i = 4, e = Min(st->rule50, st->pliesFromNull); i <= e; i += 2)
if (history[st->ply - i] == st->key)
return true;
return false;