/*
Stockfish, a UCI chess playing engine derived from Glaurung 2.1
Copyright (C) 2004-2008 Tord Romstad (Glaurung author)
- Copyright (C) 2008-2012 Marco Costalba, Joona Kiiski, Tord Romstad
+ Copyright (C) 2008-2014 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
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-#if !defined(ENDGAME_H_INCLUDED)
+#ifndef ENDGAME_H_INCLUDED
#define ENDGAME_H_INCLUDED
#include <map>
// Evaluation functions
+ KNNK, // KNN vs K
KXK, // Generic "mate lone king" eval
KBNK, // KBN vs K
KPK, // KP vs K
KRKP, // KR vs KP
KRKB, // KR vs KB
KRKN, // KR vs KN
+ KQKP, // KQ vs KP
KQKR, // KQ vs KR
- KBBKN, // KBB vs KN
- KNNK, // KNN vs K
- KmmKm, // K and two minors vs K and one or two minors
// Scaling functions
SCALE_FUNS,
- KBPsK, // KB+pawns vs K
- KQKRPs, // KQ vs KR+pawns
+ KBPsK, // KB and pawns vs K
+ KQKRPs, // KQ vs KR and pawns
KRPKR, // KRP vs KR
+ KRPKB, // KRP vs KB
KRPPKRP, // KRPP vs KRP
- KPsK, // King and pawns vs king
+ KPsK, // K and pawns vs K
KBPKB, // KBP vs KB
KBPPKB, // KBPP vs KB
KBPKN, // KBP vs KN
KNPK, // KNP vs K
+ KNPKB, // KNP vs KB
KPKP // KP vs KP
};
-/// Some magic to detect family type of endgame from its enum value
+/// Endgame functions can be of two types depending on whether they return a
+/// Value or a ScaleFactor. Type eg_fun<int>::type returns either ScaleFactor
+/// or Value depending on whether 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(~c) {}
- Color color() const { return strongerSide; }
+ explicit Endgame(Color c) : strongSide(c), weakSide(~c) {}
+ Color color() const { return strongSide; }
T operator()(const Position&) const;
private:
- Color strongerSide, weakerSide;
+ const Color strongSide, weakSide;
};
-/// 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 operator() method that is virtual.
+/// The Endgames class stores the pointers to endgame evaluation and scaling
+/// base objects in two std::map typedefs. We then use polymorphism to invoke
+/// the actual endgame function by calling its virtual operator().
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::mapped_type) { return m1; }
+ M2& map(M2::mapped_type) { return m2; }
template<EndgameType E> void add(const std::string& code);
public:
Endgames();
- ~Endgames();
+ ~Endgames();
- template<typename T> EndgameBase<T>* probe(Key key) {
- return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
- }
+ template<typename T> T probe(Key key, T& eg)
+ { return eg = map(eg).count(key) ? map(eg)[key] : NULL; }
};
-#endif // !defined(ENDGAME_H_INCLUDED)
+#endif // #ifndef ENDGAME_H_INCLUDED