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Another round of spelling fixes

And also renamed a loop variable while there.

No functional change.
This commit is contained in:
Jerry Donald 2013-12-02 23:47:38 +01:00 committed by Marco Costalba
parent 13a73f67c0
commit a8af78c833
11 changed files with 24 additions and 24 deletions

View file

@ -198,9 +198,9 @@ void Bitboards::init() {
for (Color c = WHITE; c <= BLACK; ++c)
for (PieceType pt = PAWN; pt <= KING; ++pt)
for (Square s = SQ_A1; s <= SQ_H8; ++s)
for (int k = 0; steps[pt][k]; ++k)
for (int i = 0; steps[pt][i]; ++i)
{
Square to = s + Square(c == WHITE ? steps[pt][k] : -steps[pt][k]);
Square to = s + Square(c == WHITE ? steps[pt][i] : -steps[pt][i]);
if (is_ok(to) && square_distance(s, to) < 3)
StepAttacksBB[make_piece(c, pt)][s] |= to;
@ -256,7 +256,7 @@ namespace {
Bitboard pick_random(RKISS& rk, int booster) {
// Values s1 and s2 are used to rotate the candidate magic of a
// quantity known to be the optimal to quickly find the magics.
// quantity known to be optimal to quickly find the magics.
int s1 = booster & 63, s2 = (booster >> 6) & 63;
Bitboard m = rk.rand<Bitboard>();

View file

@ -127,8 +127,8 @@ namespace {
S( 25, 41), S( 25, 41), S(25, 41), S(25, 41) }
};
// Outpost[PieceType][Square] contains bonuses of knights and bishops, indexed
// by piece type and square (from white's point of view).
// Outpost[PieceType][Square] contains bonuses for knights and bishops outposts,
// indexed by piece type and square (from white's point of view).
const Value Outpost[][SQUARE_NB] = {
{
// A B C D E F G H
@ -445,7 +445,7 @@ Value do_evaluate(const Position& pos) {
}
// evaluate_outposts() evaluates bishop and knight outposts squares
// evaluate_outposts() evaluates bishop and knight outpost squares
template<PieceType Piece, Color Us>
Score evaluate_outposts(const Position& pos, EvalInfo& ei, Square s) {
@ -764,7 +764,7 @@ Value do_evaluate(const Position& pos) {
// Add bonus according to type of attacked enemy piece and to the
// type of attacking piece, from knights to queens. Kings are not
// considered because are already handled in king evaluation.
// considered because they are already handled in king evaluation.
if (weakEnemies)
for (PieceType pt1 = KNIGHT; pt1 < KING; ++pt1)
{

View file

@ -284,7 +284,7 @@ void MovePicker::generate_next() {
/// next_move() is the most important method of the MovePicker class. It returns
/// a new pseudo legal move every time is called, until there are no more moves
/// a new pseudo legal move every time it is called, until there are no more moves
/// left. It picks the move with the biggest score from a list of generated moves
/// taking care not returning the ttMove if has already been searched previously.
template<>

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@ -188,7 +188,7 @@ namespace {
namespace Pawns {
/// init() initializes some tables by formula instead of hard-code their values
/// init() initializes some tables by formula instead of hard-coding their values
void init() {

View file

@ -56,7 +56,7 @@ Key Position::exclusion_key() const { return st->key ^ Zobrist::exclusion;}
namespace {
// min_attacker() is an helper function used by see() to locate the least
// min_attacker() is a helper function used by see() to locate the least
// valuable attacker for the side to move, remove the attacker we just found
// from the bitboards and scan for new X-ray attacks behind it.
@ -297,7 +297,7 @@ void Position::set(const string& fenStr, bool isChess960, Thread* th) {
}
/// Position::set_castling_flag() is an helper function used to set castling
/// Position::set_castling_flag() is a helper function used to set castling
/// flags given the corresponding color and the rook starting square.
void Position::set_castling_flag(Color c, Square rfrom) {
@ -415,9 +415,9 @@ const string Position::pretty(Move move) const {
}
/// Position:hidden_checkers() returns a bitboard of all pinned / discovery check
/// Position:hidden_checkers() returns a bitboard of all pinned / discovered check
/// pieces, according to the call parameters. Pinned pieces protect our king and
/// discovery check pieces attack the enemy king.
/// discovered check pieces attack the enemy king.
Bitboard Position::hidden_checkers(Square ksq, Color c, Color toMove) const {
@ -536,7 +536,7 @@ bool Position::pseudo_legal(const Move m) const {
return false;
// We have already handled promotion moves, so destination
// cannot be on the 8/1th rank.
// cannot be on the 8th/1st rank.
if (rank_of(to) == RANK_8 || rank_of(to) == RANK_1)
return false;
@ -873,7 +873,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
if (ci.checkSq[pt] & to)
st->checkersBB |= to;
// Discovery checks
// Discovered checks
if (ci.dcCandidates && (ci.dcCandidates & from))
{
if (pt != ROOK)

View file

@ -359,7 +359,7 @@ namespace {
RootMoves[i].insert_pv_in_tt(pos);
// If search has been stopped break immediately. Sorting and
// writing PV back to TT is safe becuase RootMoves is still
// writing PV back to TT is safe because RootMoves is still
// valid, although it refers to previous iteration.
if (Signals.stop)
break;

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@ -161,7 +161,7 @@ bool Thread::cutoff_occurred() const {
// thread 'master' at a split point. An obvious requirement is that thread must
// be idle. With more than two threads, this is not sufficient: If the thread is
// the master of some split point, it is only available as a slave to the slaves
// which are busy searching the split point at the top of slaves split point
// which are busy searching the split point at the top of slave's split point
// stack (the "helpful master concept" in YBWC terminology).
bool Thread::available_to(const Thread* master) const {
@ -181,7 +181,7 @@ bool Thread::available_to(const Thread* master) const {
// init() is called at startup to create and launch requested threads, that will
// go immediately to sleep due to 'sleepWhileIdle' set to true. We cannot use
// a c'tor becuase Threads is a static object and we need a fully initialized
// a c'tor because Threads is a static object and we need a fully initialized
// engine at this point due to allocation of Endgames in Thread c'tor.
void ThreadPool::init() {

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@ -157,7 +157,7 @@ struct TimerThread : public ThreadBase {
struct ThreadPool : public std::vector<Thread*> {
void init(); // No c'tor and d'tor, threads rely on globals that should
void exit(); // be initialized and valid during the whole thread lifetime.
void exit(); // be initialized and are valid during the whole thread lifetime.
MainThread* main() { return static_cast<MainThread*>((*this)[0]); }
void read_uci_options();

View file

@ -108,7 +108,7 @@ void TimeManager::init(const Search::LimitsType& limits, int currentPly, Color u
int minThinkingTime = Options["Minimum Thinking Time"];
int slowMover = Options["Slow Mover"];
// Initialize to maximum values but unstablePVExtraTime that is reset
// Initialize all to maximum values but unstablePVExtraTime that is reset
unstablePVExtraTime = 0;
optimumSearchTime = maximumSearchTime = limits.time[us];

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@ -21,7 +21,7 @@
#define TIMEMAN_H_INCLUDED
/// The TimeManager class computes the optimal time to think depending on the
/// maximum available time, the move game number and other parameters.
/// maximum available time, the game move number and other parameters.
class TimeManager {
public:

View file

@ -249,14 +249,14 @@ enum Score {
inline Score make_score(int mg, int eg) { return Score((mg << 16) + eg); }
/// Extracting the signed lower and upper 16 bits it not so trivial because
/// Extracting the signed lower and upper 16 bits is not so trivial because
/// according to the standard a simple cast to short is implementation defined
/// and so is a right shift of a signed integer.
inline Value mg_value(Score s) { return Value(((s + 0x8000) & ~0xffff) / 0x10000); }
/// On Intel 64 bit we have a small speed regression with the standard conforming
/// version, so use a faster code in this case that, although not 100% standard
/// compliant it seems to work for Intel and MSVC.
/// version. Therefore, in this case we use a faster code in this case that,
/// although not 100% standard compliant it seems to work for Intel and MSVC.
#if defined(IS_64BIT) && (!defined(__GNUC__) || defined(__INTEL_COMPILER))
inline Value eg_value(Score s) { return Value(int16_t(s & 0xffff)); }