if (npm >= MidgameLimit)
return PHASE_MIDGAME;
- else if (npm <= EndgameLimit)
+
+ if (npm <= EndgameLimit)
return PHASE_ENDGAME;
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
return mi;
- else if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
+ if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
{
mi->evaluationFunction = is_KXK<WHITE>(pos) ? &EvaluateKXK[WHITE] : &EvaluateKXK[BLACK];
return mi;
}
- else if ( pos.pieces(PAWN) == EmptyBoardBB
- && pos.pieces(ROOK) == EmptyBoardBB
- && pos.pieces(QUEEN) == EmptyBoardBB)
+
+ if ( pos.pieces(PAWN) == EmptyBoardBB
+ && pos.pieces(ROOK) == EmptyBoardBB
+ && pos.pieces(QUEEN) == EmptyBoardBB)
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
//
// We use NO_PIECE_TYPE as a place holder for the bishop pair "extended piece",
// this allow us to be more flexible in defining bishop pair bonuses.
- for (pt1 = NO_PIECE_TYPE; pt1 <= QUEEN; pt1++)
+ for (pt1 = PIECE_TYPE_NONE; pt1 <= QUEEN; pt1++)
{
pc = pieceCount[c][pt1];
if (!pc)
vv = LinearCoefficients[pt1];
- for (pt2 = NO_PIECE_TYPE; pt2 <= pt1; pt2++)
+ for (pt2 = PIECE_TYPE_NONE; pt2 <= pt1; pt2++)
vv += pieceCount[c][pt2] * QuadraticCoefficientsSameColor[pt1][pt2]
+ pieceCount[them][pt2] * QuadraticCoefficientsOppositeColor[pt1][pt2];
if (keyCode[i] == 'K')
upcase = !upcase;
- s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
+ s << char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i]));
}
- s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
+ s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w - -";
return Position(s.str(), 0).get_material_key();
}