Warnings termination fest

A bunch of Intel C++ warnings removed, other silent out.

Still few remaining but need deeper look.

Also usual whitespace crap removal noise.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
This commit is contained in:
Marco Costalba
2008-09-24 00:32:53 +02:00
parent 060eef4f4e
commit 7dd0c39714
9 changed files with 181 additions and 176 deletions

View File

@@ -6,12 +6,12 @@
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Glaurung is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
@@ -105,7 +105,7 @@ namespace {
// 8 9 10 11 12 13 14 15
V( 24), V( 27), V(28), V(29), V(30), V(31), V(32), V(33)
};
const Value EndgameRookMobilityBonus[] = {
// 0 1 2 3 4 5 6 7
V(-30), V(-18), V(-6), V(6), V(18), V(30), V(42), V(54),
@@ -200,7 +200,7 @@ namespace {
((1ULL << SQ_A1) | (1ULL << SQ_H1)),
((1ULL << SQ_A8) | (1ULL << SQ_H8))
};
/// King safety constants and variables. The king safety scores are taken
/// from the array SafetyTable[]. Various little "meta-bonuses" measuring
/// the strength of the attack are added up into an integer, which is used
@@ -212,7 +212,7 @@ namespace {
const int BishopAttackWeight = 2;
const int KnightAttackWeight = 2;
// Bonuses for safe checks for each piece type.
// Bonuses for safe checks for each piece type.
int QueenContactCheckBonus = 4;
int RookContactCheckBonus = 2;
int QueenCheckBonus = 2;
@@ -268,7 +268,7 @@ namespace {
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei);
Value apply_weight(Value v, int w);
inline Value apply_weight(Value v, int w);
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]);
int count_1s_8bit(Bitboard b);
@@ -352,7 +352,7 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
s = pos.knight_list(c, i);
evaluate_knight(pos, s, c, ei);
}
// Bishops
for(int i = 0; i < pos.bishop_count(c); i++) {
s = pos.bishop_list(c, i);
@@ -390,8 +390,8 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
}
ei.attackedBy[c][0] =
ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
ei.attackedBy[c][PAWN] | ei.attackedBy[c][KNIGHT]
| ei.attackedBy[c][BISHOP] | ei.attackedBy[c][ROOK]
| ei.attackedBy[c][QUEEN] | ei.attackedBy[c][KING];
}
@@ -420,7 +420,7 @@ Value evaluate(const Position &pos, EvalInfo &ei, int threadID) {
ei.pi->kingside_storm_value(BLACK);
else if(square_file(pos.king_square(WHITE)) <= FILE_D &&
square_file(pos.king_square(BLACK)) >= FILE_E)
ei.mgValue +=
ei.mgValue +=
ei.pi->kingside_storm_value(WHITE) -
ei.pi->queenside_storm_value(BLACK);
}
@@ -483,7 +483,7 @@ Value quick_evaluate(const Position &pos) {
Value mgValue, egValue;
ScaleFactor factor[2] = {SCALE_FACTOR_NORMAL, SCALE_FACTOR_NORMAL};
Phase phase;
assert(pos.is_ok());
stm = pos.side_to_move();
@@ -496,7 +496,7 @@ Value quick_evaluate(const Position &pos) {
return Sign[stm] * value;
}
/// init_eval() initializes various tables used by the evaluation function.
@@ -573,7 +573,7 @@ namespace {
// evaluate_knight() assigns bonuses and penalties to a knight of a given
// color on a given square.
void evaluate_knight(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
@@ -587,7 +587,7 @@ namespace {
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility
int mob = count_1s_max_15(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameKnightMobilityBonus[mob];
@@ -596,7 +596,7 @@ namespace {
// Knight outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
// Initial bonus based on square:
v = bonus = KnightOutpostBonus[relative_square(us, s)];
@@ -619,13 +619,13 @@ namespace {
// evaluate_bishop() assigns bonuses and penalties to a bishop of a given
// color on a given square.
void evaluate_bishop(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
Bitboard b =
bishop_attacks_bb(s, p.occupied_squares() & ~p.queens(us));
ei.attackedBy[us][BISHOP] |= b;
// King attack
@@ -644,7 +644,7 @@ namespace {
// Bishop outposts:
if(p.square_is_weak(s, them)) {
Value v, bonus;
// Initial bonus based on square:
v = bonus = BishopOutpostBonus[relative_square(us, s)];
@@ -661,17 +661,17 @@ namespace {
ei.mgValue += Sign[us] * bonus;
ei.egValue += Sign[us] * bonus;
}
}
}
// evaluate_rook() assigns bonuses and penalties to a rook of a given
// color on a given square.
void evaluate_rook(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
// Open and half-open files:
File f = square_file(s);
if(ei.pi->file_is_half_open(us, f)) {
@@ -741,7 +741,7 @@ namespace {
// evaluate_queen() assigns bonuses and penalties to a queen of a given
// color on a given square.
void evaluate_queen(const Position &p, Square s, Color us, EvalInfo &ei) {
Color them = opposite_color(us);
@@ -763,7 +763,7 @@ namespace {
Bitboard bb = (b & ei.attackedBy[them][KING]);
if(bb) ei.attacked[us] += count_1s_max_15(bb);
}
// Mobility
int mob = count_1s(b & ~p.pieces_of_color(us));
ei.mgMobility += Sign[us] * MidgameQueenMobilityBonus[mob];
@@ -773,9 +773,9 @@ namespace {
// evaluate_king() assigns bonuses and penalties to a king of a given
// color on a given square.
void evaluate_king(const Position &p, Square s, Color us, EvalInfo &ei) {
int shelter = 0, sign = Sign[us];
// King shelter.
@@ -788,7 +788,7 @@ namespace {
}
// King safety. This is quite complicated, and is almost certainly far
// from optimally tuned.
// from optimally tuned.
Color them = opposite_color(us);
if(p.queen_count(them) >= 1 && ei.attackCount[them] >= 2
&& p.non_pawn_material(them) >= QueenValueMidgame + RookValueMidgame
@@ -796,7 +796,7 @@ namespace {
// Is it the attackers turn to move?
bool sente = (them == p.side_to_move());
// Find the attacked squares around the king which has no defenders
// apart from the king itself:
Bitboard undefended =
@@ -869,7 +869,7 @@ namespace {
}
}
}
// Analyse safe distance checks:
if(QueenCheckBonus > 0 || RookCheckBonus > 0) {
b = p.rook_attacks(s) & ~p.pieces_of_color(them) & ~ei.attacked_by(us);
@@ -1079,7 +1079,7 @@ namespace {
// evaluate_trapped_bishop_a7h7() determines whether a bishop on a7/h7
// (a2/h2 for black) is trapped by enemy pawns, and assigns a penalty
// if it is.
void evaluate_trapped_bishop_a7h7(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(opposite_color(us));
@@ -1109,7 +1109,7 @@ namespace {
// (a8/h8 for black) is trapped by a friendly pawn on b2/g2 (b7/g7 for
// black), and assigns a penalty if it is. This pattern can obviously
// only occur in Chess960 games.
void evaluate_trapped_bishop_a1h1(const Position &pos, Square s, Color us,
EvalInfo &ei) {
Piece pawn = pawn_of_color(us);
@@ -1139,7 +1139,7 @@ namespace {
penalty = TrappedBishopA1H1Penalty;
else
penalty = TrappedBishopA1H1Penalty / 2;
ei.mgValue -= Sign[us] * penalty;
ei.egValue -= Sign[us] * penalty;
}
@@ -1157,7 +1157,7 @@ namespace {
// scale_by_game_phase interpolates between a middle game and an endgame
// score, based on game phase. It also scales the return value by a
// ScaleFactor array.
Value scale_by_game_phase(Value mv, Value ev, Phase ph, ScaleFactor sf[]) {
assert(mv > -VALUE_INFINITE && mv < VALUE_INFINITE);
assert(ev > -VALUE_INFINITE && ev < VALUE_INFINITE);
@@ -1181,7 +1181,7 @@ namespace {
// count_1s_8bit() counts the number of nonzero bits in the 8 least
// significant bits of a Bitboard. This function is used by the king
// shield evaluation.
int count_1s_8bit(Bitboard b) {
return int(BitCount8Bit[b & 0xFF]);
}
@@ -1194,15 +1194,15 @@ namespace {
uciWeight = (uciWeight * 0x100) / 100;
return (uciWeight * internalWeight) / 0x100;
}
// init_safety() initizes the king safety evaluation, based on UCI
// parameters. It is called from read_weights().
void init_safety() {
double a, b;
int maxSlope, peak, i, j;
QueenContactCheckBonus = get_option_value_int("Queen Contact Check Bonus");
RookContactCheckBonus = get_option_value_int("Rook Contact Check Bonus");
QueenCheckBonus = get_option_value_int("Queen Check Bonus");
@@ -1216,7 +1216,7 @@ namespace {
b = get_option_value_int("King Safety X Intercept") * 1.0;
maxSlope = get_option_value_int("King Safety Max Slope");
peak = (get_option_value_int("King Safety Max Value") * 256) / 100;
for(i = 0; i < 100; i++) {
if(i < b) SafetyTable[i] = Value(0);
else if(get_option_value_string("King Safety Curve") == "Quadratic")
@@ -1234,5 +1234,5 @@ namespace {
if(SafetyTable[i] > Value(peak))
SafetyTable[i] = Value(peak);
}
}