/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in an hash table, so we don't have to recompute everything when the same
/// pawn structure occurs again.
/// a PawnInfo object, and returns a pointer to it. The result is also stored
/// in an hash table, so we don't have to recompute everything when the same
/// pawn structure occurs again.
PawnInfo* pi = probe(key);
// If pi->key matches the position's pawn hash key, it means that we
PawnInfo* pi = probe(key);
// If pi->key matches the position's pawn hash key, it means that we
Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnInfo* pi) {
Score PawnInfoTable::evaluate_pawns(const Position& pos, Bitboard ourPawns,
Bitboard theirPawns, PawnInfo* pi) {
// pawn on neighboring files is higher or equal than the number of
// enemy pawns in the forward direction on the neighboring files.
candidate = !(opposed | passed | backward | isolated)
// pawn on neighboring files is higher or equal than the number of
// enemy pawns in the forward direction on the neighboring files.
candidate = !(opposed | passed | backward | isolated)
- && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != EmptyBoardBB
- && count_1s<Max15>(b) >= count_1s<Max15>(attack_span_mask(Us, s) & theirPawns);
+ && (b = attack_span_mask(Them, s + pawn_push(Us)) & ourPawns) != 0
+ && popcount<Max15>(b) >= popcount<Max15>(attack_span_mask(Us, s) & theirPawns);
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate passed pawns. Only the frontmost passed
// Passed pawns will be properly scored in evaluation because we need
// full attack info to evaluate passed pawns. Only the frontmost passed