if (npm >= MidgameLimit)
return PHASE_MIDGAME;
- else if (npm <= EndgameLimit)
+
+ if (npm <= EndgameLimit)
return PHASE_ENDGAME;
return Phase(((npm - EndgameLimit) * 128) / (MidgameLimit - EndgameLimit));
if ((mi->evaluationFunction = funcs->get<EF>(key)) != NULL)
return mi;
- else if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
+ if (is_KXK<WHITE>(pos) || is_KXK<BLACK>(pos))
{
mi->evaluationFunction = is_KXK<WHITE>(pos) ? &EvaluateKXK[WHITE] : &EvaluateKXK[BLACK];
return mi;
}
- else if ( pos.pieces(PAWN) == EmptyBoardBB
- && pos.pieces(ROOK) == EmptyBoardBB
- && pos.pieces(QUEEN) == EmptyBoardBB)
+
+ if ( pos.pieces(PAWN) == EmptyBoardBB
+ && pos.pieces(ROOK) == EmptyBoardBB
+ && pos.pieces(QUEEN) == EmptyBoardBB)
{
// Minor piece endgame with at least one minor piece per side and
// no pawns. Note that the case KmmK is already handled by KXK.
if (keyCode[i] == 'K')
upcase = !upcase;
- s << char(upcase? toupper(keyCode[i]) : tolower(keyCode[i]));
+ s << char(upcase ? toupper(keyCode[i]) : tolower(keyCode[i]));
}
s << 8 - keyCode.length() << "/8/8/8/8/8/8/8 w -";
return Position(s.str(), 0).get_material_key();