// At Root and at first iteration do a PV search on all the moves to score root moves
isPvMove = (PvNode && moveCount <= (RootNode ? depth <= ONE_PLY ? MAX_MOVES : MultiPV : 1));
givesCheck = pos.move_gives_check(move, ci);
- captureOrPromotion = pos.move_is_capture(move) || move_is_promotion(move);
+ captureOrPromotion = pos.move_is_capture_or_promotion(move);
// Step 12. Decide the new search depth
ext = extension<PvNode>(pos, move, captureOrPromotion, givesCheck, &dangerous);
// Update killers and history only for non capture moves that fails high
if ( bestValue >= beta
- && !pos.move_is_capture(move)
- && !move_is_promotion(move))
+ && !pos.move_is_capture_or_promotion(move))
{
if (move != ss->killers[0])
{
&& !inCheck
&& givesCheck
&& move != ttMove
- && !pos.move_is_capture(move)
- && !move_is_promotion(move)
+ && !pos.move_is_capture_or_promotion(move)
&& ss->eval + PawnValueMidgame / 4 < beta
&& !check_is_dangerous(pos, move, futilityBase, beta, &bestValue))
{
assert(move_is_ok(m));
assert(threat && move_is_ok(threat));
- assert(!pos.move_is_capture(m) && !move_is_promotion(m));
+ assert(!pos.move_is_capture_or_promotion(m));
assert(!pos.move_is_passed_pawn_push(m));
Square mfrom, mto, tfrom, tto;