X-Git-Url: https://git.sesse.net/?a=blobdiff_plain;ds=sidebyside;f=src%2Fmaterial.h;h=9992c0b71c51ba55dafde449f61c75f6b4b2b929;hb=d85cf6d9c3fb31865d9b671d2475a6a81e84e070;hp=48be349498668af2f4d8e8e63f65f95e16289921;hpb=7b721b3663920a2b74039ad6588ba4ed638c368b;p=stockfish
diff --git a/src/material.h b/src/material.h
index 48be3494..9992c0b7 100644
--- a/src/material.h
+++ b/src/material.h
@@ -17,21 +17,12 @@
along with this program. If not, see .
*/
-
#if !defined(MATERIAL_H_INCLUDED)
#define MATERIAL_H_INCLUDED
-////
-//// Includes
-////
-
#include "endgame.h"
#include "position.h"
-
-
-////
-//// Types
-////
+#include "tt.h"
const int MaterialTableSize = 1024;
@@ -67,32 +58,21 @@ private:
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 {
-
+class MaterialInfoTable : public SimpleHash {
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.
@@ -101,6 +81,7 @@ inline Score MaterialInfo::material_value() const {
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
@@ -128,6 +109,7 @@ inline int MaterialInfo::space_weight() const {
return spaceWeight;
}
+
/// MaterialInfo::game_phase() returns the game phase according
/// to this material configuration.