Use polymorphism to resolve map() overloading

The 2 overload functions map() accept a pointer to
EndgameBase<Value> or a pointer to EndgameBase<ScaleFactor>.

Because Endgame<E> is derived from one of them we can
directly use a pointer to this class to resolve the
overload as is needed in Endgames::add().

Also made class Endgames fully parametrized and no more
hardcoded to the types (Value or ScaleFactor) of endgames
stored.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2012-04-01 15:12:39 +01:00
parent 7eb6a488ad
commit dda0fa1a43
2 changed files with 15 additions and 16 deletions

View File

@@ -116,10 +116,8 @@ Endgames::~Endgames() {
template<EndgameType E>
void Endgames::add(const string& code) {
typedef typename eg_family<E>::type T;
map((T*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((T*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
map((Endgame<E>*)0)[key(code, WHITE)] = new Endgame<E>(WHITE);
map((Endgame<E>*)0)[key(code, BLACK)] = new Endgame<E>(BLACK);
}
@@ -133,13 +131,13 @@ Value Endgame<KXK>::operator()(const Position& pos) const {
assert(pos.non_pawn_material(weakerSide) == VALUE_ZERO);
assert(pos.piece_count(weakerSide, PAWN) == VALUE_ZERO);
// Stalemate detection with lone king
// Stalemate detection with lone king
if ( pos.side_to_move() == weakerSide
&& !pos.in_check()
&& !MoveList<MV_LEGAL>(pos).size()) {
return VALUE_DRAW;
}
Square winnerKSq = pos.king_square(strongerSide);
Square loserKSq = pos.king_square(weakerSide);