Introduce piece_moved() to simplify common code

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-01-09 22:34:00 +01:00
parent b05fbb3733
commit bede30e7a6
4 changed files with 13 additions and 8 deletions
+4 -4
View File
@@ -200,7 +200,7 @@ namespace {
FORCE_INLINE bool is_dangerous(const Position& pos, Move m, bool captureOrPromotion) {
// Test for a pawn pushed to 7th or a passed pawn move
if (type_of(pos.piece_on(from_sq(m))) == PAWN)
if (type_of(pos.piece_moved(m)) == PAWN)
{
Color c = pos.side_to_move();
if ( relative_rank(c, to_sq(m)) == RANK_7
@@ -970,7 +970,7 @@ split_point_start: // At split points actual search starts from here
// but fixing this made program slightly weaker.
Depth predictedDepth = newDepth - reduction<PvNode>(depth, moveCount);
futilityValue = futilityBase + futility_margin(predictedDepth, moveCount)
+ H.gain(pos.piece_on(from_sq(move)), to_sq(move));
+ H.gain(pos.piece_moved(move), to_sq(move));
if (futilityValue < beta)
{
@@ -1154,13 +1154,13 @@ split_point_start: // At split points actual search starts from here
// Increase history value of the cut-off move
Value bonus = Value(int(depth) * int(depth));
H.add(pos.piece_on(from_sq(move)), to_sq(move), bonus);
H.add(pos.piece_moved(move), to_sq(move), bonus);
// Decrease history of all the other played non-capture moves
for (int i = 0; i < playedMoveCount - 1; i++)
{
Move m = movesSearched[i];
H.add(pos.piece_on(from_sq(m)), to_sq(m), -bonus);
H.add(pos.piece_moved(m), to_sq(m), -bonus);
}
}
}