////
#include <cassert>
-#include <cstring>
#include "bitcount.h"
#include "evaluate.h"
assert(pos.thread() >= 0 && pos.thread() < MAX_THREADS);
assert(!pos.is_check());
- memset(&ei, 0, sizeof(EvalInfo));
-
// Initialize by reading the incrementally updated scores included in the
// position object (material + piece square tables).
ei.value = pos.value();
ei.kingZone[Us] = (b | (Us == WHITE ? b >> 8 : b << 8));
ei.attackedBy[Us][PAWN] = ei.pi->pawn_attacks(Us);
b &= ei.attackedBy[Us][PAWN];
- if (b)
- ei.kingAttackersCount[Us] = count_1s_max_15<HasPopCnt>(b) / 2;
+ ei.kingAttackersCount[Us] = b ? count_1s_max_15<HasPopCnt>(b) / 2 : 0;
+ ei.kingAdjacentZoneAttacksCount[Us] = ei.kingAttackersWeight[Us] = 0;
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* ptr = pos.piece_list_begin(Us, Piece);
+ ei.attackedBy[Us][Piece] = 0;
+
while ((s = *ptr++) != SQ_NONE)
{
// Find attacked squares, including x-ray attacks for bishops and rooks
attackUnits = Min(99, Max(0, attackUnits));
// Finally, extract the king danger score from the KingDangerTable[]
- // array and subtract the score from evaluation. Set also ei.kingDanger[]
+ // array and subtract the score from evaluation. Set also ei.margin[]
// value that will be used for pruning because this value can sometimes
// be very big, and so capturing a single attacking piece can therefore
// result in a score change far bigger than the value of the captured piece.
ei.value -= Sign[Us] * KingDangerTable[Us][attackUnits];
- ei.kingDanger[Us] = mg_value(KingDangerTable[Us][attackUnits]);
- }
+ ei.margin[Us] = mg_value(KingDangerTable[Us][attackUnits]);
+ } else
+ ei.margin[Us] = VALUE_ZERO;
}
const Color Them = (Us == WHITE ? BLACK : WHITE);
+ Score bonus = SCORE_ZERO;
Bitboard squaresToQueen, defendedSquares, unsafeSquares, supportingPawns;
Bitboard b = ei.pi->passed_pawns(Us);
- while (b)
- {
+ if (!b)
+ return;
+
+ do {
Square s = pop_1st_bit(&b);
assert(pos.pawn_is_passed(Us, s));
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
}
+ bonus += make_score(mbonus, ebonus);
- // Add the scores for this pawn to the middle game and endgame eval
- ei.value += Sign[Us] * apply_weight(make_score(mbonus, ebonus), Weights[PassedPawns]);
+ } while (b);
- } // while
+ // Add the scores to the middle game and endgame eval
+ ei.value += Sign[Us] * apply_weight(bonus, Weights[PassedPawns]);
}