int BestMoveChanges;
int SkillLevel;
bool SkillLevelEnabled, Chess960;
- Value DrawValue[2];
+ Value DrawValue[COLOR_NB];
History H;
template <NodeType NT>
&& type_of(pos.piece_on(to_sq(move))) != PAWN
&& type_of(move) == NORMAL
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- - PieceValue[Mg][pos.piece_on(to_sq(move))] == VALUE_ZERO));
+ - PieceValue[MG][pos.piece_on(to_sq(move))] == VALUE_ZERO));
// Step 12. Extend checks and, in PV nodes, also dangerous moves
if (PvNode && dangerous)
&& !pos.is_passed_pawn_push(move))
{
futilityValue = futilityBase
- + PieceValue[Eg][pos.piece_on(to_sq(move))]
+ + PieceValue[EG][pos.piece_on(to_sq(move))]
+ (type_of(move) == ENPASSANT ? PawnValueEg : VALUE_ZERO);
if (futilityValue < beta)
while (b)
{
// Note that here we generate illegal "double move"!
- if (futilityBase + PieceValue[Eg][pos.piece_on(pop_lsb(&b))] >= beta)
+ if (futilityBase + PieceValue[EG][pos.piece_on(pop_lsb(&b))] >= beta)
return true;
}
// Case 2: If the threatened piece has value less than or equal to the
// value of the threatening piece, don't prune moves which defend it.
if ( pos.is_capture(threat)
- && ( PieceValue[Mg][pos.piece_on(tfrom)] >= PieceValue[Mg][pos.piece_on(tto)]
+ && ( PieceValue[MG][pos.piece_on(tfrom)] >= PieceValue[MG][pos.piece_on(tto)]
|| type_of(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;