// capture, capturing a more valuable (but sufficiently defended) piece
// first usually doesn't hurt. The opponent will have to recapture, and
// the hanging piece will still be hanging (except in the unusual cases
- // where it is possible to recapture with the hanging piece). Exchanging
+ // where it is possible to recapture with the hanging piece). Exchanging
// big pieces before capturing a hanging piece probably helps to reduce
// the subtree size.
+ Move m;
+ int seeValue;
+
for (int i = 0; i < numOfMoves; i++)
{
- int seeValue = pos.see(moves[i].move);
+ m = moves[i].move;
+ seeValue = pos.see(m);
if (seeValue >= 0)
{
- if (move_promotion(moves[i].move))
+ if (move_promotion(m))
moves[i].score = QueenValueMidgame;
else
- moves[i].score = int(pos.midgame_value_of_piece_on(move_to(moves[i].move)))
- -int(pos.type_of_piece_on(move_from(moves[i].move)));
+ moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
+ -int(pos.type_of_piece_on(move_from(m)));
} else
moves[i].score = seeValue;
}
moves[i].score = QueenValueMidgame;
else
moves[i].score = int(pos.midgame_value_of_piece_on(move_to(m)))
- -int(pos.midgame_value_of_piece_on(move_to(m))) / 64;
+ -int(pos.type_of_piece_on(move_from(m)));
}
}