const Square Right = (Us == WHITE ? DELTA_NE : DELTA_SW);
const Square Left = (Us == WHITE ? DELTA_NW : DELTA_SE);
- Bitboard b, neighbours, doubled, connected, supported, phalanx;
+ Bitboard b, neighbours, doubled, supported, phalanx;
Square s;
- bool passed, isolated, opposed, backward, lever;
+ bool passed, isolated, opposed, backward, lever, connected;
Score score = SCORE_ZERO;
const Square* pl = pos.list<PAWN>(Us);
const Bitboard* pawnAttacksBB = StepAttacksBB[make_piece(Us, PAWN)];
isolated = !neighbours;
// Test for backward pawn.
- // If the pawn is passed, isolated, connected or a lever it cannot be
+ // If the pawn is passed, isolated, lever or connected it cannot be
// backward. If there are friendly pawns behind on adjacent files
// it cannot be backward either.
if ( (passed | isolated | lever | connected)
kingSquares[Us] = ksq;
castlingRights[Us] = pos.can_castle(Us);
- minKingPawnDistance[Us] = 0;
+ int minKingPawnDistance = 0;
Bitboard pawns = pos.pieces(Us, PAWN);
if (pawns)
- while (!(DistanceRingBB[ksq][minKingPawnDistance[Us]++] & pawns)) {}
+ while (!(DistanceRingBB[ksq][minKingPawnDistance++] & pawns)) {}
if (relative_rank(Us, ksq) > RANK_4)
- return make_score(0, -16 * minKingPawnDistance[Us]);
+ return make_score(0, -16 * minKingPawnDistance);
Value bonus = shelter_storm<Us>(pos, ksq);
if (pos.can_castle(MakeCastling<Us, QUEEN_SIDE>::right))
bonus = std::max(bonus, shelter_storm<Us>(pos, relative_square(Us, SQ_C1)));
- return make_score(bonus, -16 * minKingPawnDistance[Us]);
+ return make_score(bonus, -16 * minKingPawnDistance);
}
// Explicit template instantiation