Rename Materials and Pawns hash stuff

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-03-31 09:43:16 +01:00
parent d84865eac3
commit 304deb5e83
8 changed files with 97 additions and 111 deletions

View File

@@ -84,16 +84,15 @@ namespace {
} // namespace
/// MaterialInfoTable::material_info() takes a position object as input,
/// computes or looks up a MaterialInfo object, and returns a pointer to it.
/// If the material configuration is not already present in the table, it
/// is stored there, so we don't have to recompute everything when the
/// same material configuration occurs again.
/// MaterialTable::probe() takes a position object as input, looks up a MaterialEntry
/// object, and returns a pointer to it. If the material configuration is not
/// already present in the table, it is computed and stored there, so we don't
/// have to recompute everything when the same material configuration occurs again.
MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
MaterialEntry* MaterialTable::probe(const Position& pos) const {
Key key = pos.material_key();
MaterialInfo* mi = probe(key);
MaterialEntry* mi = Base::probe(key);
// If mi->key matches the position's material hash key, it means that we
// have analysed this material configuration before, and we can simply
@@ -101,13 +100,10 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
if (mi->key == key)
return mi;
// Initialize MaterialInfo entry
memset(mi, 0, sizeof(MaterialInfo));
memset(mi, 0, sizeof(MaterialEntry));
mi->key = key;
mi->factor[WHITE] = mi->factor[BLACK] = (uint8_t)SCALE_FACTOR_NORMAL;
// Store game phase
mi->gamePhase = MaterialInfoTable::game_phase(pos);
mi->gamePhase = MaterialTable::game_phase(pos);
// Let's look if we have a specialized evaluation function for this
// particular material configuration. First we look for a fixed
@@ -230,11 +226,11 @@ MaterialInfo* MaterialInfoTable::material_info(const Position& pos) const {
}
/// MaterialInfoTable::imbalance() calculates imbalance comparing piece count of each
/// MaterialTable::imbalance() calculates imbalance comparing piece count of each
/// piece type for both colors.
template<Color Us>
int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
int MaterialTable::imbalance(const int pieceCount[][8]) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
@@ -266,11 +262,11 @@ int MaterialInfoTable::imbalance(const int pieceCount[][8]) {
}
/// MaterialInfoTable::game_phase() calculates the phase given the current
/// MaterialTable::game_phase() calculates the phase given the current
/// position. Because the phase is strictly a function of the material, it
/// is stored in MaterialInfo.
/// is stored in MaterialEntry.
Phase MaterialInfoTable::game_phase(const Position& pos) {
Phase MaterialTable::game_phase(const Position& pos) {
Value npm = pos.non_pawn_material(WHITE) + pos.non_pawn_material(BLACK);