////
enum ValueType {
- VALUE_TYPE_NONE = 0,
+ VALUE_TYPE_NONE = 0,
VALUE_TYPE_UPPER = 1, // Upper bound
VALUE_TYPE_LOWER = 2, // Lower bound
- VALUE_TYPE_EXACT = 3, // Exact score
- VALUE_TYPE_EVAL = 4, // Evaluation cache
- VALUE_TYPE_EV_UP = 5, // Evaluation cache for upper bound
- VALUE_TYPE_EV_LO = 6 // Evaluation cache for lower bound
+ VALUE_TYPE_EXACT = VALUE_TYPE_UPPER | VALUE_TYPE_LOWER
};
enum Value {
- VALUE_DRAW = 0,
+ VALUE_DRAW = 0,
VALUE_KNOWN_WIN = 15000,
- VALUE_MATE = 30000,
- VALUE_INFINITE = 30001,
- VALUE_NONE = 30002,
+ VALUE_MATE = 30000,
+ VALUE_INFINITE = 30001,
+ VALUE_NONE = 30002,
VALUE_ENSURE_SIGNED = -1
};
+enum ScaleFactor {
+ SCALE_FACTOR_ZERO = 0,
+ SCALE_FACTOR_NORMAL = 64,
+ SCALE_FACTOR_MAX = 128,
+ SCALE_FACTOR_NONE = 255
+};
+
+
/// Score enum keeps a midgame and an endgame value in a single
/// integer (enum), first LSB 16 bits are used to store endgame
/// value, while upper bits are used for midgame value.
return PieceValueEndgame[p];
}
-
-////
-//// Prototypes
-////
-
-extern Value value_to_tt(Value v, int ply);
-extern Value value_from_tt(Value v, int ply);
-extern int value_to_centipawns(Value v);
-extern Value value_from_centipawns(int cp);
-extern const std::string value_to_string(Value v);
-
-
#endif // !defined(VALUE_H_INCLUDED)