};
-/// Some magic to detect family type of endgame from its enum value
+/// Endgame functions can be of two types according if return a Value or a
+/// ScaleFactor. Type eg_fun<int>::type equals to either ScaleFactor or Value
+/// depending if the template parameter is 0 or 1.
-template<bool> struct bool_to_type { typedef Value type; };
-template<> struct bool_to_type<true> { typedef ScaleFactor type; };
-template<EndgameType E> struct eg_family : public bool_to_type<(E > SCALE_FUNS)> {};
+template<int> struct eg_fun { typedef Value type; };
+template<> struct eg_fun<1> { typedef ScaleFactor type; };
/// Base and derived templates for endgame evaluation and scaling functions
};
-template<EndgameType E, typename T = typename eg_family<E>::type>
+template<EndgameType E, typename T = typename eg_fun<(E > SCALE_FUNS)>::type>
struct Endgame : public EndgameBase<T> {
- explicit Endgame(Color c) : strongerSide(c), weakerSide(flip(c)) {}
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
Color color() const { return strongerSide; }
T operator()(const Position&) const;
class Endgames {
- typedef std::map<Key, EndgameBase<Value>*> M1;
- typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
+ typedef std::map<Key, EndgameBase<eg_fun<0>::type>*> M1;
+ typedef std::map<Key, EndgameBase<eg_fun<1>::type>*> M2;
M1 m1;
M2 m2;
- M1& map(Value*) { return m1; }
- M2& map(ScaleFactor*) { return m2; }
+ M1& map(M1::value_type::second_type) { return m1; }
+ M2& map(M2::value_type::second_type) { return m2; }
template<EndgameType E> void add(const std::string& code);
Endgames();
~Endgames();
- template<typename T> EndgameBase<T>* get(Key key) {
- return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
+ template<typename T> EndgameBase<T>* probe(Key key) {
+ return map((EndgameBase<T>*)0).count(key) ? map((EndgameBase<T>*)0)[key] : NULL;
}
};