/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2009 Marco Costalba
+ Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
Stockfish is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
#include "endgame.h"
#include "position.h"
-#include "scale.h"
////
//// Types
////
+const int MaterialTableSize = 1024;
+
/// MaterialInfo is a class which contains various information about a
/// material configuration. It contains a material balance evaluation,
/// a function pointer to a special endgame evaluation function (which in
friend class MaterialInfoTable;
public:
- MaterialInfo() : key(0) { clear(); }
-
Score material_value() const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
int space_weight() const;
+ Phase game_phase() const;
bool specialized_eval_exists() const;
Value evaluate(const Position& pos) const;
private:
- inline void clear();
-
Key key;
int16_t value;
uint8_t factor[2];
EndgameEvaluationFunctionBase* evaluationFunction;
EndgameScalingFunctionBase* scalingFunction[2];
int spaceWeight;
+ Phase gamePhase;
};
/// The MaterialInfoTable class represents a pawn hash table. It is basically
class MaterialInfoTable {
+ MaterialInfoTable(const MaterialInfoTable&);
+ MaterialInfoTable& operator=(const MaterialInfoTable&);
+
public:
- MaterialInfoTable(unsigned numOfEntries);
+ MaterialInfoTable();
~MaterialInfoTable();
MaterialInfo* get_material_info(const Position& pos);
+ static Phase game_phase(const Position& pos);
+
private:
- unsigned size;
MaterialInfo* entries;
EndgameFunctions* funcs;
};
//// Inline functions
////
+
/// MaterialInfo::material_value simply returns the material balance
/// evaluation that is independent from game phase.
return make_score(value, value);
}
-
-/// MaterialInfo::clear() resets a MaterialInfo object to an empty state,
-/// with all slots at their default values but the key.
-
-inline void MaterialInfo::clear() {
-
- value = 0;
- factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
- evaluationFunction = NULL;
- scalingFunction[WHITE] = scalingFunction[BLACK] = NULL;
- spaceWeight = 0;
-}
-
-
/// MaterialInfo::scale_factor takes a position and a color as input, and
/// returns a scale factor for the given color. We have to provide the
/// position in addition to the color, because the scale factor need not
return spaceWeight;
}
+/// MaterialInfo::game_phase() returns the game phase according
+/// to this material configuration.
+
+inline Phase MaterialInfo::game_phase() const {
+
+ return gamePhase;
+}
+
/// MaterialInfo::specialized_eval_exists decides whether there is a
/// specialized evaluation function for the current material configuration,