ONE_PLY = 2,
- DEPTH_ZERO = 0 * ONE_PLY,
- DEPTH_QS_CHECKS = -1 * ONE_PLY,
- DEPTH_QS_NO_CHECKS = -2 * ONE_PLY,
+ DEPTH_ZERO = 0 * ONE_PLY,
+ DEPTH_QS_CHECKS = -1 * ONE_PLY,
+ DEPTH_QS_NO_CHECKS = -2 * ONE_PLY,
+ DEPTH_QS_RECAPTURES = -4 * ONE_PLY,
DEPTH_NONE = -127 * ONE_PLY
};
SCALE_FACTOR_NONE = 255
};
+enum CastleRight {
+ CASTLES_NONE = 0,
+ WHITE_OO = 1,
+ BLACK_OO = 2,
+ WHITE_OOO = 4,
+ BLACK_OOO = 8,
+ ALL_CASTLES = 15
+};
+
/// Score enum keeps a midgame and an endgame value in a single
/// integer (enum), first LSB 16 bits are used to store endgame
// 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.
-inline Value mg_value(Score s) { return Value(((int(s) + 32768) & ~0xffff) / 0x10000); }
+inline Value mg_value(Score s) { return Value(((s + 32768) & ~0xffff) / 0x10000); }
// Unfortunatly on Intel 64 bit we have a small speed regression, so use a faster code in
// this case, although not 100% standard compliant it seems to work for Intel and MSVC.
const Value QueenValueMidgame = Value(0x9D9);
const Value QueenValueEndgame = Value(0x9FE);
+extern const Value PieceValueMidgame[17];
+extern const Value PieceValueEndgame[17];
+
+inline Value piece_value_midgame(Piece p) {
+ return PieceValueMidgame[p];
+}
+
+inline Value piece_value_endgame(Piece p) {
+ return PieceValueEndgame[p];
+}
+
inline Value value_mate_in(int ply) {
return VALUE_MATE - ply;
}
}
inline Piece make_piece(Color c, PieceType pt) {
- return Piece((int(c) << 3) | int(pt));
+ return Piece((c << 3) | pt);
}
-inline PieceType type_of_piece(Piece p) {
- return PieceType(int(p) & 7);
+inline PieceType piece_type(Piece p) {
+ return PieceType(p & 7);
}
-inline Color color_of_piece(Piece p) {
- return Color(int(p) >> 3);
+inline Color piece_color(Piece p) {
+ return Color(p >> 3);
}
inline Color opposite_color(Color c) {
- return Color(int(c) ^ 1);
-}
-
-inline bool color_is_ok(Color c) {
- return c == WHITE || c == BLACK;
-}
-
-inline bool piece_type_is_ok(PieceType pt) {
- return pt >= PAWN && pt <= KING;
-}
-
-inline bool piece_is_ok(Piece p) {
- return piece_type_is_ok(type_of_piece(p)) && color_is_ok(color_of_piece(p));
+ return Color(c ^ 1);
}
inline char piece_type_to_char(PieceType pt) {
}
inline Square make_square(File f, Rank r) {
- return Square((int(r) << 3) | int(f));
+ return Square((r << 3) | f);
+}
+
+inline bool square_is_ok(Square s) {
+ return s >= SQ_A1 && s <= SQ_H8;
}
inline File square_file(Square s) {
- return File(int(s) & 7);
+ return File(s & 7);
}
inline Rank square_rank(Square s) {
- return Rank(int(s) >> 3);
+ return Rank(s >> 3);
}
inline Square flip_square(Square s) {
- return Square(int(s) ^ 56);
+ return Square(s ^ 56);
}
inline Square flop_square(Square s) {
- return Square(int(s) ^ 7);
+ return Square(s ^ 7);
}
inline Square relative_square(Color c, Square s) {
- return Square(int(s) ^ (int(c) * 56));
+ return Square(s ^ (c * 56));
}
inline Rank relative_rank(Color c, Rank r) {
- return Rank(int(r) ^ (int(c) * 7));
+ return Rank(r ^ (c * 7));
}
inline Rank relative_rank(Color c, Square s) {
}
inline bool opposite_color_squares(Square s1, Square s2) {
- int s = int(s1) ^ int(s2);
+ int s = s1 ^ s2;
return ((s >> 3) ^ s) & 1;
}
return Max(file_distance(s1, s2), rank_distance(s1, s2));
}
-inline File file_from_char(char c) {
- return File(c - 'a') + FILE_A;
-}
-
inline char file_to_char(File f) {
return char(f - FILE_A + int('a'));
}
-inline Rank rank_from_char(char c) {
- return Rank(c - '1') + RANK_1;
-}
-
inline char rank_to_char(Rank r) {
return char(r - RANK_1 + int('1'));
}
return std::string(ch);
}
-inline bool file_is_ok(File f) {
- return f >= FILE_A && f <= FILE_H;
-}
-
-inline bool rank_is_ok(Rank r) {
- return r >= RANK_1 && r <= RANK_8;
-}
-
-inline bool square_is_ok(Square s) {
- return s >= SQ_A1 && s <= SQ_H8;
+inline Square pawn_push(Color c) {
+ return c == WHITE ? DELTA_N : DELTA_S;
}
#endif // !defined(TYPES_H_INCLUDED)