Even more spelling fixes

No functional change.
This commit is contained in:
Arjun Temurnikar
2013-12-05 07:18:12 +01:00
committed by Marco Costalba
parent 190aea4cdc
commit 431c3ac485
18 changed files with 109 additions and 113 deletions

View File

@@ -515,7 +515,7 @@ bool Position::pseudo_legal(const Move m) const {
if (promotion_type(m) - 2 != NO_PIECE_TYPE)
return false;
// If the from square is not occupied by a piece belonging to the side to
// If the 'from' square is not occupied by a piece belonging to the side to
// move, the move is obviously not legal.
if (pc == NO_PIECE || color_of(pc) != us)
return false;
@@ -604,8 +604,8 @@ bool Position::pseudo_legal(const Move m) const {
if (!((between_bb(lsb(checkers()), king_square(us)) | checkers()) & to))
return false;
}
// In case of king moves under check we have to remove king so to catch
// as invalid moves like b1a1 when opposite queen is on c1.
// In case of king moves under check we have to remove king so as to catch
// invalid moves like b1a1 when opposite queen is on c1.
else if (attackers_to(to, pieces() ^ from) & pieces(~us))
return false;
}
@@ -626,17 +626,17 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
Square to = to_sq(m);
PieceType pt = type_of(piece_on(from));
// Is there a direct check ?
// Is there a direct check?
if (ci.checkSq[pt] & to)
return true;
// Is there a discovered check ?
// Is there a discovered check?
if ( unlikely(ci.dcCandidates)
&& (ci.dcCandidates & from)
&& !aligned(from, to, king_square(~sideToMove)))
return true;
// Can we skip the ugly special cases ?
// Can we skip the ugly special cases?
if (type_of(m) == NORMAL)
return false;
@@ -648,7 +648,7 @@ bool Position::gives_check(Move m, const CheckInfo& ci) const {
case PROMOTION:
return attacks_bb(Piece(promotion_type(m)), to, pieces() ^ from) & ksq;
// En passant capture with check ? We have already handled the case
// En passant capture with check? We have already handled the case
// of direct checks and ordinary discovered check, so the only case we
// need to handle is the unusual case of a discovered check through
// the captured pawn.
@@ -695,9 +695,9 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
++nodes;
Key k = st->key;
// Copy some fields of old state to our new StateInfo object except the ones
// which are going to be recalculated from scratch anyway, then switch our state
// pointer to point to the new (ready to be updated) state.
// Copy some fields of the old state to our new StateInfo object except the
// ones which are going to be recalculated from scratch anyway and then switch
// our state pointer to point to the new (ready to be updated) state.
std::memcpy(&newSt, st, StateCopySize64 * sizeof(uint64_t));
newSt.previous = st;
@@ -706,7 +706,7 @@ void Position::do_move(Move m, StateInfo& newSt, const CheckInfo& ci, bool moveI
// Update side to move
k ^= Zobrist::side;
// Increment ply counters.In particular rule50 will be reset to zero later on
// Increment ply counters. In particular, rule50 will be reset to zero later on
// in case of a capture or a pawn move.
++gamePly;
++st->rule50;
@@ -1097,7 +1097,7 @@ int Position::see(Move m, int asymmThreshold) const {
} while (stmAttackers);
// If we are doing asymmetric SEE evaluation and the same side does the first
// and the last capture, he loses a tempo and gain must be at least worth
// and the last capture, it loses a tempo and gain must be at least worth
// 'asymmThreshold', otherwise we replace the score with a very low value,
// before negamaxing.
if (asymmThreshold)
@@ -1193,9 +1193,9 @@ Key Position::compute_material_key() const {
}
/// Position::compute_psq_score() computes the incremental scores for the middle
/// game and the endgame. These functions are used to initialize the incremental
/// scores when a new position is set up, and to verify that the scores are correctly
/// Position::compute_psq_score() computes the incremental scores for the middlegame
/// and the endgame. These functions are used to initialize the incremental scores
/// when a new position is set up, and to verify that the scores are correctly
/// updated by do_move and undo_move when the program is running in debug mode.
Score Position::compute_psq_score() const {
@@ -1213,10 +1213,10 @@ Score Position::compute_psq_score() const {
}
/// Position::compute_non_pawn_material() computes the total non-pawn middle
/// game material value for the given side. Material values are updated
/// incrementally during the search. This function is only used when
/// initializing a new Position object.
/// Position::compute_non_pawn_material() computes the total non-pawn middlegame
/// material value for the given side. Material values are updated incrementally
/// during the search. This function is only used when initializing a new Position
/// object.
Value Position::compute_non_pawn_material(Color c) const {