}
#endif
-
-// Templetized operators used by enum types like Depth, Piece, Square and so on.
-// We don't want to write the same inline for each different enum. Note that we
-// pass by value to silence scaring warnings when using volatiles.
-// Because these templates override common operators and are included in all the
-// files, there is a possibility that the compiler silently performs some unwanted
-// overrides. To avoid possible very nasty bugs the templates are disabled by default
-// and must be enabled for each type on a case by case base. The enabling trick
-// uses template specialization, namely we just declare following struct.
-template<typename T> struct TempletizedOperator;
-
-// Then to enable the enum type we use following macro that defines a specialization
-// of TempletizedOperator for the given enum T. Here is defined typedef Not_Enabled.
-// Name of typedef is chosen to produce somewhat informative compile error messages.
-#define ENABLE_OPERATORS_ON(T) \
- template<> struct TempletizedOperator<T> { typedef T Not_Enabled; }
-
-// Finally we use macro OK(T) to check if type T is enabled. The macro simply
-// tries to use Not_Enabled, if was not previously defined a compile error occurs.
-// The check is done fully at compile time and there is zero overhead at runtime.
-#define OK(T) typedef typename TempletizedOperator<T>::Not_Enabled Type
-
-template<typename T>
-inline T operator+ (const T d1, const T d2) { OK(T); return T(int(d1) + int(d2)); }
-
-template<typename T>
-inline T operator- (const T d1, const T d2) { OK(T); return T(int(d1) - int(d2)); }
-
-template<typename T>
-inline T operator* (int i, const T d) { OK(T); return T(i * int(d)); }
-
-template<typename T>
-inline T operator* (const T d, int i) { OK(T); return T(int(d) * i); }
-
-template<typename T>
-inline T operator/ (const T d, int i) { OK(T); return T(int(d) / i); }
-
-template<typename T>
-inline T operator- (const T d) { OK(T); return T(-int(d)); }
-
-template<typename T>
-inline T operator++ (T& d, int) { OK(T); d = T(int(d) + 1); return d; }
-
-template<typename T>
-inline T operator-- (T& d, int) { OK(T); d = T(int(d) - 1); return d; }
-
-template<typename T>
-inline void operator+= (T& d1, const T d2) { OK(T); d1 = d1 + d2; }
-
-template<typename T>
-inline void operator-= (T& d1, const T d2) { OK(T); d1 = d1 - d2; }
-
-template<typename T>
-inline void operator*= (T& d, int i) { OK(T); d = T(int(d) * i); }
-
-template<typename T>
-inline void operator/= (T& d, int i) { OK(T); d = T(int(d) / i); }
-
-#undef OK
+// Operators used by enum types like Depth, Piece, Square and so on.
+
+#define ENABLE_OPERATORS_ON(T) \
+inline T operator+ (const T d1, const T d2) { return T(int(d1) + int(d2)); } \
+inline T operator- (const T d1, const T d2) { return T(int(d1) - int(d2)); } \
+inline T operator* (int i, const T d) { return T(i * int(d)); } \
+inline T operator* (const T d, int i) { return T(int(d) * i); } \
+inline T operator/ (const T d, int i) { return T(int(d) / i); } \
+inline T operator- (const T d) { return T(-int(d)); } \
+inline T operator++ (T& d, int) {d = T(int(d) + 1); return d; } \
+inline T operator-- (T& d, int) { d = T(int(d) - 1); return d; } \
+inline void operator+= (T& d1, const T d2) { d1 = d1 + d2; } \
+inline void operator-= (T& d1, const T d2) { d1 = d1 - d2; } \
+inline void operator*= (T& d, int i) { d = T(int(d) * i); } \
+inline void operator/= (T& d, int i) { d = T(int(d) / i); }
#endif // !defined(TYPES_H_INCLUDED)
VALUE_ENSURE_SIGNED = -1
};
-ENABLE_OPERATORS_ON(Value);
+ENABLE_OPERATORS_ON(Value)
enum ScaleFactor {
SCORE_ENSURE_32_BITS_SIZE_N = -(1 << 16)
};
-ENABLE_OPERATORS_ON(Score);
-
-
// Extracting the _signed_ lower and upper 16 bits it not so trivial
// because according to the standard a simple cast to short is
// implementation defined and so is a right shift of a signed integer.
// a very high risk of overflow. So user should explicitly convert to integer.
inline Score operator*(Score s1, Score s2);
+// Rest of operators are standard:
+inline Score operator+ (const Score d1, const Score d2) { return Score(int(d1) + int(d2)); }
+inline Score operator- (const Score d1, const Score d2) { return Score(int(d1) - int(d2)); }
+inline Score operator* (int i, const Score d) { return Score(i * int(d)); }
+inline Score operator* (const Score d, int i) { return Score(int(d) * i); }
+inline Score operator- (const Score d) { return Score(-int(d)); }
+inline void operator+= (Score& d1, const Score d2) { d1 = d1 + d2; }
+inline void operator-= (Score& d1, const Score d2) { d1 = d1 - d2; }
+inline void operator*= (Score& d, int i) { d = Score(int(d) * i); }
+inline void operator/= (Score& d, int i) { d = Score(int(d) / i); }
+
////
//// Inline functions