safe = ~pos.pieces(Them);
safe &= ~attackedBy[Us][ALL_PIECES] | (weak & attackedBy2[Them]);
- b1 = pos.attacks_from< ROOK>(ksq);
- b2 = pos.attacks_from<BISHOP>(ksq);
+ b1 = attacks_bb<ROOK >(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
+ b2 = attacks_bb<BISHOP>(ksq, pos.pieces() ^ pos.pieces(Us, QUEEN));
// Enemy queen safe checks
if ((b1 | b2) & attackedBy[Them][QUEEN] & safe & ~attackedBy[Us][QUEEN])
// Initialize score by reading the incrementally updated scores included in
// the position object (material + piece square tables) and the material
// imbalance. Score is computed internally from the white point of view.
- Score score = pos.psq_score() + me->imbalance();
+ Score score = pos.psq_score() + me->imbalance() + Eval::Contempt;
// Probe the pawn hash table
pe = Pawns::probe(pos);
} // namespace
+Score Eval::Contempt = SCORE_ZERO;
/// evaluate() is the evaluator for the outer world. It returns a static evaluation
/// of the position from the point of view of the side to move.