friend class MaterialInfoTable;
public:
+ MaterialInfo() : key(0) { clear(); }
+
Value mg_value() const;
Value eg_value() const;
ScaleFactor scale_factor(const Position& pos, Color c) const;
Value evaluate(const Position& pos) const;
private:
- void clear();
+ inline void clear();
Key key;
int16_t mgValue;
public:
MaterialInfoTable(unsigned numOfEntries);
~MaterialInfoTable();
- void clear();
MaterialInfo* get_material_info(const Position& pos);
private:
/// 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;
factor[WHITE] = factor[BLACK] = uint8_t(SCALE_FACTOR_NORMAL);
- spaceWeight = 0;
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
+/// 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
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
/// MaterialInfo::evaluate applies a specialized evaluation function
-/// to a given position object. It should only be called when
+/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const {