if (moveIsCheck && pos.see_sign(m) >= 0)
result += CheckExtension[PvNode];
- if (type_of_piece(pos.piece_on(move_from(m))) == PAWN)
+ if (piece_type(pos.piece_on(move_from(m))) == PAWN)
{
Color c = pos.side_to_move();
if (relative_rank(c, move_to(m)) == RANK_7)
}
if ( captureOrPromotion
- && type_of_piece(pos.piece_on(move_to(m))) != PAWN
+ && piece_type(pos.piece_on(move_to(m))) != PAWN
&& ( pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK)
- piece_value_midgame(pos.piece_on(move_to(m))) == VALUE_ZERO)
&& !move_is_special(m))
return true;
// Rule 2. Queen contact check is very dangerous
- if ( type_of_piece(pc) == QUEEN
+ if ( piece_type(pc) == QUEEN
&& bit_is_set(kingAtt, to))
return true;
// value of the threatening piece, don't prune moves which defend it.
if ( pos.move_is_capture(threat)
&& ( piece_value_midgame(pos.piece_on(tfrom)) >= piece_value_midgame(pos.piece_on(tto))
- || type_of_piece(pos.piece_on(tfrom)) == KING)
+ || piece_type(pos.piece_on(tfrom)) == KING)
&& pos.move_attacks_square(m, tto))
return true;