SCALE_FACTOR_NONE = 255
};
-enum ValueType {
- VALUE_TYPE_NONE = 0,
- VALUE_TYPE_UPPER = 1,
- VALUE_TYPE_LOWER = 2,
- VALUE_TYPE_EXACT = VALUE_TYPE_UPPER | VALUE_TYPE_LOWER
+enum Bound {
+ BOUND_NONE = 0,
+ BOUND_UPPER = 1,
+ BOUND_LOWER = 2,
+ BOUND_EXACT = BOUND_UPPER | BOUND_LOWER
};
enum Value {
extern const Value PieceValueMidgame[17]; // Indexed by Piece or PieceType
extern const Value PieceValueEndgame[17];
extern int SquareDistance[64][64];
+extern uint8_t BitCount8Bit[256];
inline Color operator~(Color c) {
return Color(c ^ 1);
/// Our insertion sort implementation, works with pointers and iterators and is
/// guaranteed to be stable, as is needed.
template<typename T, typename K>
-void sort(K firstMove, K lastMove)
+void sort(K first, K last)
{
- T value;
- K cur, p, d;
-
- if (firstMove != lastMove)
- for (cur = firstMove + 1; cur != lastMove; cur++)
- {
- p = d = cur;
- value = *p--;
- if (*p < value)
- {
- do *d = *p;
- while (--d != firstMove && *--p < value);
- *d = value;
- }
- }
+ T tmp;
+ K p, q;
+
+ for (p = first + 1; p < last; p++)
+ {
+ tmp = *p;
+ for (q = p; q != first && *(q-1) < tmp; --q)
+ *q = *(q-1);
+ *q = tmp;
+ }
}
#endif // !defined(TYPES_H_INCLUDED)