along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
-
#if !defined(MATERIAL_H_INCLUDED)
#define MATERIAL_H_INCLUDED
-////
-//// Includes
-////
-
#include "endgame.h"
#include "position.h"
-
-
-////
-//// Types
-////
+#include "tt.h"
const int MaterialTableSize = 1024;
Phase gamePhase;
};
-/// 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.
+/// The MaterialInfoTable class represents a pawn hash table. The most important
+/// method is get_material_info, which returns a pointer to a MaterialInfo object.
class EndgameFunctions;
-class MaterialInfoTable {
-
- MaterialInfoTable(const MaterialInfoTable&);
- MaterialInfoTable& operator=(const MaterialInfoTable&);
-
+class MaterialInfoTable : public SimpleHash<MaterialInfo, MaterialTableSize> {
public:
MaterialInfoTable();
~MaterialInfoTable();
MaterialInfo* get_material_info(const Position& pos);
-
static Phase game_phase(const Position& pos);
-
private:
- 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::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.