/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2010 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2012 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
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
-#include <string>
#include <map>
+#include <string>
#include "position.h"
#include "types.h"
virtual ~EndgameBase() {}
virtual Color color() const = 0;
- virtual T apply(const Position&) const = 0;
+ virtual T operator()(const Position&) const = 0;
};
template<EndgameType E, typename T = typename eg_family<E>::type>
struct Endgame : public EndgameBase<T> {
- explicit Endgame(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
+ explicit Endgame(Color c) : strongerSide(c), weakerSide(~c) {}
Color color() const { return strongerSide; }
- T apply(const Position&) const;
+ T operator()(const Position&) const;
private:
Color strongerSide, weakerSide;
/// Endgames class stores in two std::map the pointers to endgame evaluation
/// and scaling base objects. Then we use polymorphism to invoke the actual
-/// endgame function calling its apply() method that is virtual.
+/// endgame function calling its operator() method that is virtual.
-struct Endgames {
+class Endgames {
- template<typename T>
- struct EMap { typedef std::map<Key, EndgameBase<T>*> type; };
+ typedef std::map<Key, EndgameBase<Value>*> M1;
+ typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
- Endgames();
- ~Endgames();
- template<typename T> EndgameBase<T>* get(Key key) const;
+ M1 m1;
+ M2 m2;
-private:
- template<EndgameType E> void add(const std::string& keyCode);
+ M1& map(Value*) { return m1; }
+ M2& map(ScaleFactor*) { return m2; }
+
+ template<EndgameType E> void add(const std::string& code);
- // Here we store two maps, for evaluate and scaling functions...
- std::pair<EMap<Value>::type, EMap<ScaleFactor>::type> maps;
+public:
+ Endgames();
+ ~Endgames();
- // ...and here is the accessing template function
- template<typename T> const typename EMap<T>::type& map() const;
+ template<typename T> EndgameBase<T>* get(Key key) {
+ return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
+ }
};
#endif // !defined(ENDGAME_H_INCLUDED)