X-Git-Url: https://git.sesse.net/?p=stockfish;a=blobdiff_plain;f=src%2Fmaterial.h;h=8f9f375116e77c92fcfb06311e3f5d1c0fe5f0b3;hp=8b80ba1c5e6992694b5f21431520aafce1255e29;hb=bfd4421f490e721958a77b8304d8ebcb574a583f;hpb=d3c4618b3ac0e444ce3b9dd894b87f86a50863c5;ds=sidebyside diff --git a/src/material.h b/src/material.h index 8b80ba1c..8f9f3751 100644 --- a/src/material.h +++ b/src/material.h @@ -49,45 +49,36 @@ class MaterialInfo { friend class MaterialInfoTable; public: - Value mg_value() const; - Value eg_value() const; + MaterialInfo() : key(0) { clear(); } + + Value material_value() const; ScaleFactor scale_factor(const Position& pos, Color c) const; int space_weight() const; bool specialized_eval_exists() const; Value evaluate(const Position& pos) const; private: - void clear(); + inline void clear(); Key key; - int16_t mgValue; - int16_t egValue; + int16_t value; uint8_t factor[2]; EndgameEvaluationFunctionBase* evaluationFunction; EndgameScalingFunctionBase* scalingFunction[2]; int spaceWeight; }; - -/// EndgameFunctions class stores the endgame evaluation functions std::map. -/// Because STL library is not thread safe even for read access, the maps, -/// although with identical content, are replicated for each thread. This -/// is faster then using locks with an unique set of global maps. - -class EndgameFunctions; - - /// The MaterialInfoTable class represents a pawn hash table. It is basically /// just an array of MaterialInfo objects and a few methods for accessing these /// objects. The most important method is get_material_info, which looks up a /// position in the table and returns a pointer to a MaterialInfo object. +class EndgameFunctions; class MaterialInfoTable { public: MaterialInfoTable(unsigned numOfEntries); ~MaterialInfoTable(); - void clear(); MaterialInfo* get_material_info(const Position& pos); private: @@ -101,30 +92,25 @@ private: //// Inline functions //// -/// MaterialInfo::mg_value and MaterialInfo::eg_value simply returns the -/// material balance evaluation for the middle game and the endgame. - -inline Value MaterialInfo::mg_value() const { - - return Value(mgValue); -} +/// MaterialInfo::material_value simply returns the material balance +/// evaluation that is independent from game phase. -inline Value MaterialInfo::eg_value() const { +inline Value MaterialInfo::material_value() const { - return Value(egValue); + return Value(value); } /// MaterialInfo::clear() resets a MaterialInfo object to an empty state, -/// with all slots at their default values. +/// with all slots at their default values but the key. inline void MaterialInfo::clear() { - mgValue = egValue = 0; + value = 0; factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL); - spaceWeight = 0; evaluationFunction = NULL; scalingFunction[WHITE] = scalingFunction[BLACK] = NULL; + spaceWeight = 0; }