/// quit_eval() releases heap-allocated memory at program termination.
void quit_eval() {
- for(int i = 0; i < THREAD_MAX; i++) {
- delete PawnTable[i];
- delete MaterialTable[i];
+
+ for (int i = 0; i < THREAD_MAX; i++)
+ {
+ delete PawnTable[i];
+ delete MaterialTable[i];
}
}
// King attack
if (b & ei.kingZone[us])
{
- ei.kingAttackersCount[us]++;
- ei.kingAttackersWeight[us] += AttackWeight;
- Bitboard bb = (b & ei.attackedBy[them][KING]);
- if (bb)
- ei.kingZoneAttacksCount[us] += count_1s_max_15(bb);
+ ei.kingAttackersCount[us]++;
+ ei.kingAttackersWeight[us] += AttackWeight;
+ Bitboard bb = (b & ei.attackedBy[them][KING]);
+ if (bb)
+ ei.kingAdjacentZoneAttacksCount[us] += count_1s_max_15(bb);
}
// Mobility
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.kingAttackersCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
- && ei.kingZoneAttacksCount[them]) {
+ && ei.kingAdjacentZoneAttacksCount[them]) {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// quality of the pawn shelter.
int attackUnits =
Min((ei.kingAttackersCount[them] * ei.kingAttackersWeight[them]) / 2, 25)
- + (ei.kingZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ + (ei.kingAdjacentZoneAttacksCount[them] + count_1s_max_15(undefended)) * 3
+ InitKingDanger[relative_square(us, s)] - shelter / 32;
// Analyse safe queen contact checks: