/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, bool pv, Move ttm, Depth d,
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
const History& h, SearchStack* ss) : pos(p), H(h) {
-
- pvNode = pv;
ttMove = ttm;
if (ss)
{
} else
mateKiller = killer1 = killer2 = MOVE_NONE;
- depth = d;
- movesPicked = 0;
- numOfMoves = 0;
- numOfBadCaptures = 0;
- checkKillers = checkLegal = false;
+ movesPicked = numOfMoves = numOfBadCaptures = 0;
+ checkKillers = checkLegal = finished = false;
if (p.is_check())
phaseIndex = EvasionsPhaseIndex;
- else if (depth > Depth(0))
+ else if (d > Depth(0))
phaseIndex = MainSearchPhaseIndex;
- else if (depth == Depth(0))
+ else if (d == Depth(0))
phaseIndex = QsearchWithChecksPhaseIndex;
else
phaseIndex = QsearchWithoutChecksPhaseIndex;
seeValue = pos.see(m);
if (seeValue >= 0)
{
- if (move_promotion(m))
+ if (move_is_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
for (int i = 0; i < numOfMoves; i++)
{
Move m = moves[i].move;
- if (move_promotion(m))
+ if (move_is_promotion(m))
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))