Directly access the table in the few call places.
No functional change.
Signed-off-by: Marco Costalba <mcostalba@gmail.com>
st->value += pst(us, promotion, to);
// Update material
st->value += pst(us, promotion, to);
// Update material
- st->npMaterial[us] += piece_value_midgame(promotion);
+ st->npMaterial[us] += PieceValueMidgame[promotion];
st->pawnKey ^= zobrist[them][PAWN][capsq];
}
else
st->pawnKey ^= zobrist[them][PAWN][capsq];
}
else
- st->npMaterial[them] -= piece_value_midgame(capture);
+ st->npMaterial[them] -= PieceValueMidgame[capture];
// Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
// Remove captured piece
clear_bit(&(byColorBB[them]), capsq);
while (b)
{
assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
while (b)
{
assert(piece_on(first_1(b)) == piece_of_color_and_type(c, pt));
- result += piece_value_midgame(pt);
+ result += PieceValueMidgame[pt];
}
inline Value Position::midgame_value_of_piece_on(Square s) const {
}
inline Value Position::midgame_value_of_piece_on(Square s) const {
- return piece_value_midgame(piece_on(s));
+ return PieceValueMidgame[piece_on(s)];
}
inline Value Position::endgame_value_of_piece_on(Square s) const {
}
inline Value Position::endgame_value_of_piece_on(Square s) const {
- return piece_value_endgame(piece_on(s));
+ return PieceValueEndgame[piece_on(s)];
}
inline Color Position::side_to_move() const {
}
inline Color Position::side_to_move() const {
return -VALUE_MATE + ply;
}
return -VALUE_MATE + ply;
}
-inline bool is_upper_bound(ValueType vt) {
- return (int(vt) & int(VALUE_TYPE_UPPER)) != 0;
+inline int is_upper_bound(ValueType vt) {
+ return vt & VALUE_TYPE_UPPER;
-inline bool is_lower_bound(ValueType vt) {
- return (int(vt) & int(VALUE_TYPE_LOWER)) != 0;
-}
-
-inline Value piece_value_midgame(PieceType pt) {
- return PieceValueMidgame[pt];
-}
-
-inline Value piece_value_endgame(PieceType pt) {
- return PieceValueEndgame[pt];
-}
-
-inline Value piece_value_midgame(Piece p) {
- return PieceValueMidgame[p];
-}
-
-inline Value piece_value_endgame(Piece p) {
- return PieceValueEndgame[p];
+inline int is_lower_bound(ValueType vt) {
+ return vt & VALUE_TYPE_LOWER;
}
#endif // !defined(VALUE_H_INCLUDED)
}
#endif // !defined(VALUE_H_INCLUDED)