Better use STL algorithms in Endgame functions

This leads to a further and unexpected simplification
of this already very size optimized code.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2011-12-29 13:18:03 +01:00
parent 9cb187762a
commit 4554d8b2ac
2 changed files with 28 additions and 48 deletions
+12 -18
View File
@@ -20,8 +20,8 @@
#if !defined(ENDGAME_H_INCLUDED)
#define ENDGAME_H_INCLUDED
#include <string>
#include <map>
#include <string>
#include "position.h"
#include "types.h"
@@ -97,30 +97,24 @@ private:
class Endgames {
template<typename T>
struct Map { typedef std::map<Key, EndgameBase<T>*> type; };
typedef std::map<Key, EndgameBase<Value>*> M1;
typedef std::map<Key, EndgameBase<ScaleFactor>*> M2;
typedef Map<Value>::type M1;
typedef Map<ScaleFactor>::type M2;
M1 m1;
M2 m2;
M1& map(Value*) { return m1; }
M2& map(ScaleFactor*) { return m2; }
template<EndgameType E> void add(const std::string& code);
public:
Endgames();
~Endgames();
template<typename T>
EndgameBase<T>* get(Key key) const {
typedef typename Map<T>::type M;
typename M::const_iterator it = map<M>().find(key);
return it != map<M>().end() ? it->second : NULL;
template<typename T> EndgameBase<T>* get(Key key) {
return map((T*)0).count(key) ? map((T*)0)[key] : NULL;
}
private:
template<EndgameType E> void add(const std::string& keyCode);
template<typename M> const M& map() const;
M1 m1;
M2 m2;
};
#endif // !defined(ENDGAME_H_INCLUDED)