mateKiller = (ss.mateKiller == ttm)? MOVE_NONE : ss.mateKiller;
killer1 = ss.killers[0];
killer2 = ss.killers[1];
- threatMove = ss.threatMove;
depth = d;
movesPicked = 0;
numOfMoves = 0;
// to the badCaptures[] array.
Move m;
int seeValue;
+ Square from, to;
for (int i = 0; i < numOfMoves; i++)
{
m = moves[i].move;
- seeValue = pos.see(m);
+ from = move_from(m);
+ to = move_to(m);
+
+ bool hxl = ( int(pos.midgame_value_of_piece_on(from))
+ -int(pos.midgame_value_of_piece_on(to)) > 0)
+ || pos.type_of_piece_on(from) == KING;
+
+ // Avoid calling see() for LxH and equal captures because
+ // SEE is always >= 0 and we order for MVV/LVA anyway.
+ seeValue = (hxl ? pos.see(m) : 0);
+
if (seeValue >= 0)
{
if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
- moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
- -int(pos.type_of_piece_on(move_from(m)));
+ moves[i].score = int(pos.midgame_value_of_piece_on(to))
+ -int(pos.type_of_piece_on(from));
}
else
{
else
hs = H.move_ordering_score(pos.piece_on(move_from(m)), m);
- // If the null move was refuted by a capture then give a
- // bonus if we move away the captured piece.
- if (threatMove != MOVE_NONE && move_from(m) == move_to(threatMove))
- hs *= 3;
-
// Ensure history is always preferred to pst
if (hs > 0)
hs += 1000;