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https://github.com/peterosterlund2/droidfish.git
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DroidFish: Updated stockfish engine to version 4.
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@@ -42,14 +42,13 @@ Bitboard SquareBB[SQUARE_NB];
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Bitboard FileBB[FILE_NB];
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Bitboard RankBB[RANK_NB];
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Bitboard AdjacentFilesBB[FILE_NB];
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Bitboard ThisAndAdjacentFilesBB[FILE_NB];
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Bitboard InFrontBB[COLOR_NB][RANK_NB];
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Bitboard StepAttacksBB[PIECE_NB][SQUARE_NB];
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Bitboard BetweenBB[SQUARE_NB][SQUARE_NB];
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Bitboard DistanceRingsBB[SQUARE_NB][8];
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Bitboard ForwardBB[COLOR_NB][SQUARE_NB];
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Bitboard PassedPawnMask[COLOR_NB][SQUARE_NB];
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Bitboard AttackSpanMask[COLOR_NB][SQUARE_NB];
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Bitboard PawnAttackSpan[COLOR_NB][SQUARE_NB];
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Bitboard PseudoAttacks[PIECE_TYPE_NB][SQUARE_NB];
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int SquareDistance[SQUARE_NB][SQUARE_NB];
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@@ -84,7 +83,7 @@ namespace {
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/// lsb()/msb() finds the least/most significant bit in a nonzero bitboard.
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/// pop_lsb() finds and clears the least significant bit in a nonzero bitboard.
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#if !defined(USE_BSFQ)
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#ifndef USE_BSFQ
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Square lsb(Bitboard b) { return BSFTable[bsf_index(b)]; }
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@@ -123,7 +122,7 @@ Square msb(Bitboard b) {
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return (Square)(result + MS1BTable[b32]);
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}
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#endif // !defined(USE_BSFQ)
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#endif // ifndef USE_BSFQ
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/// Bitboards::print() prints a bitboard in an easily readable format to the
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@@ -171,10 +170,7 @@ void Bitboards::init() {
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}
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for (File f = FILE_A; f <= FILE_H; f++)
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{
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AdjacentFilesBB[f] = (f > FILE_A ? FileBB[f - 1] : 0) | (f < FILE_H ? FileBB[f + 1] : 0);
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ThisAndAdjacentFilesBB[f] = FileBB[f] | AdjacentFilesBB[f];
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}
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for (Rank r = RANK_1; r < RANK_8; r++)
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InFrontBB[WHITE][r] = ~(InFrontBB[BLACK][r + 1] = InFrontBB[BLACK][r] | RankBB[r]);
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@@ -183,19 +179,17 @@ void Bitboards::init() {
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for (Square s = SQ_A1; s <= SQ_H8; s++)
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{
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ForwardBB[c][s] = InFrontBB[c][rank_of(s)] & FileBB[file_of(s)];
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PassedPawnMask[c][s] = InFrontBB[c][rank_of(s)] & ThisAndAdjacentFilesBB[file_of(s)];
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AttackSpanMask[c][s] = InFrontBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
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PawnAttackSpan[c][s] = InFrontBB[c][rank_of(s)] & AdjacentFilesBB[file_of(s)];
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PassedPawnMask[c][s] = ForwardBB[c][s] | PawnAttackSpan[c][s];
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}
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for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
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for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
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{
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SquareDistance[s1][s2] = std::max(file_distance(s1, s2), rank_distance(s1, s2));
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for (Square s1 = SQ_A1; s1 <= SQ_H8; s1++)
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for (int d = 1; d < 8; d++)
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for (Square s2 = SQ_A1; s2 <= SQ_H8; s2++)
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if (SquareDistance[s1][s2] == d)
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DistanceRingsBB[s1][d - 1] |= s2;
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if (s1 != s2)
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DistanceRingsBB[s1][SquareDistance[s1][s2] - 1] |= s2;
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}
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int steps[][9] = { {}, { 7, 9 }, { 17, 15, 10, 6, -6, -10, -15, -17 },
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{}, {}, {}, { 9, 7, -7, -9, 8, 1, -1, -8 } };
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@@ -322,7 +316,7 @@ namespace {
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do magics[s] = pick_random(rk, booster);
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while (popcount<Max15>((magics[s] * masks[s]) >> 56) < 6);
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memset(attacks[s], 0, size * sizeof(Bitboard));
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std::memset(attacks[s], 0, size * sizeof(Bitboard));
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// A good magic must map every possible occupancy to an index that
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// looks up the correct sliding attack in the attacks[s] database.
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