/// move ordering is at the current node.
MovePicker::MovePicker(const Position& p, bool pv, Move ttm,
- Move mk, Move k1, Move k2, Depth d, EvalInfo* ei) : pos(p) {
+ const SearchStack& ss, Depth d, EvalInfo* ei) : pos(p) {
pvNode = pv;
ttMove = ttm;
- mateKiller = (mk == ttm)? MOVE_NONE : mk;
- killer1 = k1;
- killer2 = k2;
+ mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
+ killer1 = ss.killers[0];
+ killer2 = ss.killers[0];
depth = d;
movesPicked = 0;
numOfMoves = 0;
case PH_GOOD_CAPTURES:
numOfMoves = generate_captures(pos, moves);
score_captures();
- capSquares = EmptyBoardBB;
movesPicked = 0;
break;
while (movesPicked < numOfMoves)
{
- bestIndex = find_best_index(&capSquares, capSqValues);
+ bestIndex = find_best_index();
if (bestIndex != -1) // Found a good capture
{