&& sf == SCALE_FACTOR_NORMAL)
{
// Only the two bishops ?
- if ( pos.non_pawn_material(WHITE) == BishopValueMidgame
- && pos.non_pawn_material(BLACK) == BishopValueMidgame)
+ if ( pos.non_pawn_material(WHITE) == BishopValueMg
+ && pos.non_pawn_material(BLACK) == BishopValueMg)
{
// Check for KBP vs KB with only a single pawn that is almost
// certainly a draw or at least two pawns.
// Init king safety tables only if we are going to use them
if ( pos.piece_count(Us, QUEEN)
- && pos.non_pawn_material(Us) >= QueenValueMidgame + RookValueMidgame)
+ && pos.non_pawn_material(Us) >= QueenValueMg + RookValueMg)
{
ei.kingRing[Them] = (b | (Us == WHITE ? b >> 8 : b << 8));
b &= ei.attackedBy[Us][PAWN];
// value if the other side has a rook or queen.
if (file_of(s) == FILE_A || file_of(s) == FILE_H)
{
- if (pos.non_pawn_material(Them) <= KnightValueMidgame)
+ if (pos.non_pawn_material(Them) <= KnightValueMg)
ebonus += ebonus / 4;
else if (pos.pieces(Them, ROOK, QUEEN))
ebonus -= ebonus / 4;
// A couple of little helpers used by tracing code, to_cp() converts a value to
// a double in centipawns scale, trace_add() stores white and black scores.
- double to_cp(Value v) { return double(v) / double(PawnValueMidgame); }
+ double to_cp(Value v) { return double(v) / double(PawnValueMg); }
void trace_add(int idx, Score wScore, Score bScore) {