inline Bitboard operator|(Square s, Bitboard b) { return b | s; }
inline Bitboard operator^(Square s, Bitboard b) { return b ^ s; }
-inline Bitboard operator|(Square s, Square s2) { return square_bb(s) | s2; }
+inline Bitboard operator|(Square s1, Square s2) { return square_bb(s1) | s2; }
constexpr bool more_than_one(Bitboard b) {
return b & (b - 1);
/// rank_bb() and file_bb() return a bitboard representing all the squares on
/// the given file or rank.
-inline Bitboard rank_bb(Rank r) {
+constexpr Bitboard rank_bb(Rank r) {
return Rank1BB << (8 * r);
}
-inline Bitboard rank_bb(Square s) {
+constexpr Bitboard rank_bb(Square s) {
return rank_bb(rank_of(s));
}
-inline Bitboard file_bb(File f) {
+constexpr Bitboard file_bb(File f) {
return FileABB << f;
}
-inline Bitboard file_bb(Square s) {
+constexpr Bitboard file_bb(Square s) {
return file_bb(file_of(s));
}
/// adjacent_files_bb() returns a bitboard representing all the squares on the
-/// adjacent files of the given one.
+/// adjacent files of a given square.
-inline Bitboard adjacent_files_bb(Square s) {
+constexpr Bitboard adjacent_files_bb(Square s) {
return shift<EAST>(file_bb(s)) | shift<WEST>(file_bb(s));
}
-/// line_bb(Square, Square) returns a bitboard representing an entire line,
-/// from board edge to board edge, that intersects the given squares. If the
-/// given squares are not on a same file/rank/diagonal, returns 0. For instance,
+/// line_bb() returns a bitboard representing an entire line (from board edge
+/// to board edge) that intersects the two given squares. If the given squares
+/// are not on a same file/rank/diagonal, the function returns 0. For instance,
/// line_bb(SQ_C4, SQ_F7) will return a bitboard with the A2-G8 diagonal.
inline Bitboard line_bb(Square s1, Square s2) {
/// between_bb() returns a bitboard representing squares that are linearly
-/// between the given squares (excluding the given squares). If the given
-/// squares are not on a same file/rank/diagonal, return 0. For instance,
+/// between the two given squares (excluding the given squares). If the given
+/// squares are not on a same file/rank/diagonal, we return 0. For instance,
/// between_bb(SQ_C4, SQ_F7) will return a bitboard with squares D5 and E6.
inline Bitboard between_bb(Square s1, Square s2) {
/// in front of the given one, from the point of view of the given color. For instance,
/// forward_ranks_bb(BLACK, SQ_D3) will return the 16 squares on ranks 1 and 2.
-inline Bitboard forward_ranks_bb(Color c, Square s) {
+constexpr Bitboard forward_ranks_bb(Color c, Square s) {
return c == WHITE ? ~Rank1BB << 8 * relative_rank(WHITE, s)
: ~Rank8BB >> 8 * relative_rank(BLACK, s);
}
/// forward_file_bb() returns a bitboard representing all the squares along the
/// line in front of the given one, from the point of view of the given color.
-inline Bitboard forward_file_bb(Color c, Square s) {
+constexpr Bitboard forward_file_bb(Color c, Square s) {
return forward_ranks_bb(c, s) & file_bb(s);
}
/// be attacked by a pawn of the given color when it moves along its file, starting
/// from the given square.
-inline Bitboard pawn_attack_span(Color c, Square s) {
+constexpr Bitboard pawn_attack_span(Color c, Square s) {
return forward_ranks_bb(c, s) & adjacent_files_bb(s);
}
/// passed_pawn_span() returns a bitboard which can be used to test if a pawn of
/// the given color and on the given square is a passed pawn.
-inline Bitboard passed_pawn_span(Color c, Square s) {
+constexpr Bitboard passed_pawn_span(Color c, Square s) {
return pawn_attack_span(c, s) | forward_file_bb(c, s);
}
}
- // Evaluation::winnable() adjusts the mg and eg score components based on the
- // known attacking/defending status of the players. A single value is derived
- // by interpolation from the mg and eg values and returned.
+ // Evaluation::winnable() adjusts the midgame and endgame score components, based on
+ // the known attacking/defending status of the players. The final value is derived
+ // by interpolation from the midgame and endgame values.
template<Tracing T>
Value Evaluation<T>::winnable(Score score) const {
Color strongSide = eg > VALUE_DRAW ? WHITE : BLACK;
int sf = me->scale_factor(pos, strongSide);
- // If scale is not already specific, scale down the endgame via general heuristics
+ // If scale factor is not already specific, scale down via general heuristics
if (sf == SCALE_FACTOR_NORMAL)
{
if (pos.opposite_bishops())
&& pos.non_pawn_material(BLACK) == RookValueMg
&& pos.count<PAWN>(strongSide) - pos.count<PAWN>(~strongSide) <= 1
&& bool(KingSide & pos.pieces(strongSide, PAWN)) != bool(QueenSide & pos.pieces(strongSide, PAWN))
- && (attacks_bb<KING>(pos.square<KING>(~strongSide)) & pos.pieces(~strongSide, PAWN)))
+ && (attackedBy[~strongSide][KING] & pos.pieces(~strongSide, PAWN)))
sf = 36;
else if (pos.count<QUEEN>() == 1)
sf = 37 + 3 * (pos.count<QUEEN>(WHITE) == 1 ? pos.count<BISHOP>(BLACK) + pos.count<KNIGHT>(BLACK)
Thread* bestThread = this;
- if (int(Options["MultiPV"]) == 1 &&
- !Limits.depth &&
- !(Skill(Options["Skill Level"]).enabled() || int(Options["UCI_LimitStrength"])) &&
- rootMoves[0].pv[0] != MOVE_NONE)
+ if ( int(Options["MultiPV"]) == 1
+ && !Limits.depth
+ && !(Skill(Options["Skill Level"]).enabled() || int(Options["UCI_LimitStrength"]))
+ && rootMoves[0].pv[0] != MOVE_NONE)
bestThread = Threads.get_best_thread();
bestPreviousScore = bestThread->rootMoves[0].score;
ttPv = PvNode || (ttHit && tte->is_pv());
formerPv = ttPv && !PvNode;
- if (ttPv && depth > 12 && ss->ply - 1 < MAX_LPH && !priorCapture && is_ok((ss-1)->currentMove))
+ if ( ttPv
+ && depth > 12
+ && ss->ply - 1 < MAX_LPH
+ && !priorCapture
+ && is_ok((ss-1)->currentMove))
thisThread->lowPlyHistory[ss->ply - 1][from_to((ss-1)->currentMove)] << stat_bonus(depth - 5);
// thisThread->ttHitAverage can be used to approximate the running average of ttHit