margins[WHITE] = margins[BLACK] = VALUE_ZERO;
// Probe the material hash table
- ei.mi = Threads[pos.thread()].materialTable.get_material_info(pos);
+ ei.mi = Threads[pos.thread()].materialTable.material_info(pos);
score += ei.mi->material_value();
// If we have a specialized evaluation function for the current material
}
// Probe the pawn hash table
- ei.pi = Threads[pos.thread()].pawnTable.get_pawn_info(pos);
+ ei.pi = Threads[pos.thread()].pawnTable.pawn_info(pos);
score += ei.pi->pawns_value();
// Initialize attack and king safety bitboards
// no minor piece which can exchange the outpost piece.
if (bonus && bit_is_set(ei.attackedBy[Us][PAWN], s))
{
- if ( pos.pieces(KNIGHT, Them) == EmptyBoardBB
- && (SquaresByColorBB[color_of(s)] & pos.pieces(BISHOP, Them)) == EmptyBoardBB)
+ if ( !pos.pieces(KNIGHT, Them)
+ && !(SquaresByColorBB[color_of(s)] & pos.pieces(BISHOP, Them)))
bonus += bonus + bonus / 2;
else
bonus += bonus / 2;
const Color Them = (Us == WHITE ? BLACK : WHITE);
const Square* pl = pos.piece_list(Us, Piece);
- ei.attackedBy[Us][Piece] = EmptyBoardBB;
+ ei.attackedBy[Us][Piece] = 0;
while ((s = *pl++) != SQ_NONE)
{