/// search captures, promotions and some checks) and about how important good
/// move ordering is at the current node.
-MovePicker::MovePicker(const Position& p, Move ttm, Depth d,
- const History& h, SearchStack* ss, Value beta) : pos(p), H(h) {
+MovePicker::MovePicker(const Position& p, Move ttm, Depth d, const History& h,
+ SearchStack* ss, Value beta) : pos(p), H(h) {
int searchTT = ttm;
ttMoves[0].move = ttm;
- lastBadCapture = badCaptures;
badCaptureThreshold = 0;
+ lastBadCapture = badCaptures;
pinned = p.pinned_pieces(pos.side_to_move());
if (ss && !p.is_check())
{
- ttMoves[1].move = (ss->mateKiller == ttm)? MOVE_NONE : ss->mateKiller;
+ ttMoves[1].move = (ss->mateKiller == ttm) ? MOVE_NONE : ss->mateKiller;
searchTT |= ttMoves[1].move;
killers[0].move = ss->killers[0];
killers[1].move = ss->killers[1];
badCaptureThreshold = -PawnValueMidgame;
phasePtr = MainSearchPhaseTable;
- } else if (d == Depth(0))
+ }
+ else if (d == Depth(0))
phasePtr = QsearchWithChecksPhaseTable;
else
{
case PH_KILLERS:
move = (curMove++)->move;
if ( move != MOVE_NONE
+ && move_is_legal(pos, move, pinned)
&& move != ttMoves[0].move
&& move != ttMoves[1].move
- && move_is_legal(pos, move, pinned)
&& !pos.move_is_capture(move))
return move;
break;