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Small code style in headers

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba 2009-05-20 15:11:41 +02:00
parent b98bcf858b
commit d3c4618b3a
7 changed files with 19 additions and 20 deletions

View file

@ -65,7 +65,7 @@ enum EndgameType {
template<typename T>
class EndgameFunctionBase {
public:
EndgameFunctionBase(Color c) : strongerSide(c) { weakerSide = opposite_color(strongerSide); }
EndgameFunctionBase(Color c) : strongerSide(c), weakerSide(opposite_color(c)) {}
virtual ~EndgameFunctionBase() {}
virtual T apply(const Position&) = 0;

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@ -39,7 +39,7 @@
/// arguments to the evaluation function, and the search can make use of its
/// contents to make intelligent search decisions.
///
/// At the moment, this is not utilized very much: The only part of the
/// At the moment, this is not utilized very much: The only part of the
/// EvalInfo object which is used by the search is futilityMargin.
class Position;
@ -53,16 +53,16 @@ struct EvalInfo {
PawnInfo* pi;
// attackedBy[color][piece type] is a bitboard representing all squares
// attacked by a given color and piece type. attackedBy[color][0] contains
// attacked by a given color and piece type, attackedBy[color][0] contains
// all squares attacked by the given color.
Bitboard attackedBy[2][8];
Bitboard attacked_by(Color c) const { return attackedBy[c][0]; }
Bitboard attacked_by(Color c, PieceType pt) const { return attackedBy[c][pt]; }
// kingZone[color] is the zone around the enemy king which is considered
// by the king safety evaluation. This consists of the squares directly
// by the king safety evaluation. This consists of the squares directly
// adjacent to the king, and the three (or two, for a king on an edge file)
// squares two ranks in front of the king. For instance, if black's king
// squares two ranks in front of the king. For instance, if black's king
// is on g8, kingZone[WHITE] is a bitboard containing the squares f8, h8,
// f7, g7, h7, f6, g6 and h6.
Bitboard kingZone[2];
@ -91,7 +91,7 @@ struct EvalInfo {
// Middle game and endgame mobility scores.
Value mgMobility, egMobility;
// Extra futility margin. This is added to the standard futility margin
// Extra futility margin. This is added to the standard futility margin
// in the quiescence search.
Value futilityMargin;
};

View file

@ -23,7 +23,7 @@
// x86 assembly language locks or OS spin locks may perform faster than
// mutex locks on some platforms. On my machine, mutexes seem to be the
// mutex locks on some platforms. On my machine, mutexes seem to be the
// best.
//#define ASM_LOCK

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@ -129,7 +129,7 @@ inline void MaterialInfo::clear() {
/// 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
/// 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
/// to be a constant: It can also be a function which should be applied to
/// the position. For instance, in KBP vs K endgames, a scaling function
@ -167,7 +167,7 @@ inline bool MaterialInfo::specialized_eval_exists() const {
/// MaterialInfo::evaluate applies a specialized evaluation function
/// to a given position object. It should only be called when
/// to a given position object. It should only be called when
/// specialized_eval_exists() returns 'true'.
inline Value MaterialInfo::evaluate(const Position& pos) const {

View file

@ -119,7 +119,7 @@ inline Move make_ep_move(Square from, Square to) {
//// Prototypes
////
extern std::ostream &operator << (std::ostream &os, Move m);
extern std::ostream& operator<<(std::ostream &os, Move m);
extern Move move_from_string(const Position &pos, const std::string &str);
extern const std::string move_to_string(Move m);
extern bool move_is_ok(Move m);

View file

@ -40,8 +40,8 @@ struct SearchStack;
extern SearchStack EmptySearchStack;
/// MovePicker is a class which is used to pick one legal move at a time from
/// the current position. It is initialized with a Position object and a few
/// moves we have reason to believe are good. The most important method is
/// the current position. It is initialized with a Position object and a few
/// moves we have reason to believe are good. The most important method is
/// MovePicker::pick_next_move(), which returns a new legal move each time it
/// is called, until there are no legal moves left, when MOVE_NONE is returned.
/// In order to improve the efficiency of the alpha beta algorithm, MovePicker
@ -49,7 +49,7 @@ extern SearchStack EmptySearchStack;
class MovePicker {
MovePicker& operator=(const MovePicker&); // Silence a warning under MSVC
MovePicker& operator=(const MovePicker&); // silence a warning under MSVC
public:
@ -63,15 +63,14 @@ public:
PH_NONCAPTURES, // Non-captures and underpromotions
PH_EVASIONS, // Check evasions
PH_QCAPTURES, // Captures in quiescence search
PH_QCHECKS, // Checks in quiescence search
PH_QCHECKS, // Non-capture checks in quiescence search
PH_STOP
};
MovePicker(const Position& p, bool pvnode, Move ttm, const SearchStack& ss, Depth d);
Move get_next_move();
Move get_next_move(Lock &lock);
Move get_next_move(Lock& lock);
int number_of_moves() const;
int current_move_score() const;
Bitboard discovered_check_candidates() const;
static void init_phase_table();
@ -110,7 +109,7 @@ inline int MovePicker::number_of_moves() const {
}
/// MovePicker::discovered_check_candidates() returns a bitboard containing
/// all pieces which can possibly give discovered check. This bitboard is
/// all pieces which can possibly give discovered check. This bitboard is
/// computed by the constructor function.
inline Bitboard MovePicker::discovered_check_candidates() const {

View file

@ -33,9 +33,9 @@
////
/// PawnInfo is a class which contains various information about a pawn
/// structure. Currently, it only includes a middle game and an end game
/// pawn structure evaluation, and a bitboard of passed pawns. We may want
/// to add further information in the future. A lookup to the pawn hash table
/// structure. Currently, it only includes a middle game and an end game
/// pawn structure evaluation, and a bitboard of passed pawns. We may want
/// to add further information in the future. A lookup to the pawn hash table
/// (performed by calling the get_pawn_info method in a PawnInfoTable object)
/// returns a pointer to a PawnInfo object.
class Position;