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/>.
*/
@@ -101,7 +101,7 @@ void Position::from_fen(const std::string &fen) {
case 'p': this->put_piece(BP, square); file++; break;
case '/': file = FILE_A; rank--; break;
case ' ': break;
default:
default:
std::cout << "Error in FEN at character " << i << std::endl;
return;
}
@@ -138,7 +138,7 @@ void Position::from_fen(const std::string &fen) {
else if(fen[i] >= 'A' && fen[i] <= 'H') {
File rookFile, kingFile = FILE_NONE;
for(Square square = SQ_B1; square <= SQ_G1; square++)
if(this->piece_on(square) == WK)
if(this->piece_on(square) == WK)
kingFile = square_file(square);
if(kingFile == FILE_NONE) {
std::cout << "Error in FEN at character " << i << std::endl;
@@ -158,7 +158,7 @@ void Position::from_fen(const std::string &fen) {
else if(fen[i] >= 'a' && fen[i] <= 'h') {
File rookFile, kingFile = FILE_NONE;
for(Square square = SQ_B8; square <= SQ_G8; square++)
if(this->piece_on(square) == BK)
if(this->piece_on(square) == BK)
kingFile = square_file(square);
if(kingFile == FILE_NONE) {
std::cout << "Error in FEN at character " << i << std::endl;
@@ -194,9 +194,9 @@ void Position::from_fen(const std::string &fen) {
for(Square sq = SQ_A1; sq <= SQ_H8; sq++)
castleRightsMask[sq] = ALL_CASTLES;
castleRightsMask[make_square(initialKFile, RANK_1)] ^=
castleRightsMask[make_square(initialKFile, RANK_1)] ^=
(WHITE_OO|WHITE_OOO);
castleRightsMask[make_square(initialKFile, RANK_8)] ^=
castleRightsMask[make_square(initialKFile, RANK_8)] ^=
(BLACK_OO|BLACK_OOO);
castleRightsMask[make_square(initialKRFile, RANK_1)] ^= WHITE_OO;
castleRightsMask[make_square(initialKRFile, RANK_8)] ^= BLACK_OO;
@@ -260,8 +260,8 @@ const std::string Position::to_fen() const {
/// the standard output.
void Position::print() const {
char pieceStrings[][8] =
{"| ? ", "| P ", "| N ", "| B ", "| R ", "| Q ", "| K ", "| ? ",
char pieceStrings[][8] =
{"| ? ", "| P ", "| N ", "| B ", "| R ", "| Q ", "| K ", "| ? ",
"| ? ", "|=P=", "|=N=", "|=B=", "|=R=", "|=Q=", "|=K="
};
@@ -277,7 +277,7 @@ void Position::print() const {
}
std::cout << "|\n";
}
std::cout << "+---+---+---+---+---+---+---+---+\n";
std::cout << "+---+---+---+---+---+---+---+---+\n";
std::cout << this->to_fen() << std::endl;
std::cout << key << std::endl;
}
@@ -345,7 +345,7 @@ Bitboard Position::discovered_check_candidates(Color c) const {
dc |= (squares_between(s, ksq) & b2);
}
}
sliders = this->bishops_and_queens(c);
if(sliders & BishopPseudoAttacks[ksq]) {
b2 = this->bishop_attacks(ksq) & this->pieces_of_color(c);
@@ -358,7 +358,7 @@ Bitboard Position::discovered_check_candidates(Color c) const {
return dc;
}
/// Position::square_is_attacked() checks whether the given side attacks the
/// given square.
@@ -413,7 +413,7 @@ bool Position::piece_attacks_square(Square f, Square t) const {
return false;
}
/// Position::find_checkers() computes the checkersBB bitboard, which
/// contains a nonzero bit for each checking piece (0, 1 or 2). It
@@ -427,7 +427,7 @@ void Position::find_checkers() {
}
/// Position::move_is_legal() tests whether a pseudo-legal move is legal.
/// Position::move_is_legal() tests whether a pseudo-legal move is legal.
/// There are two versions of this function: One which takes only a
/// move as input, and one which takes a move and a bitboard of pinned
/// pieces. The latter function is faster, and should always be preferred
@@ -480,15 +480,15 @@ bool Position::move_is_legal(Move m, Bitboard pinned) const {
(!(rook_attacks_bb(ksq, b) & this->rooks_and_queens(them)) &&
!(bishop_attacks_bb(ksq, b) & this->bishops_and_queens(them)));
}
// If the moving piece is a king, check whether the destination
// If the moving piece is a king, check whether the destination
// square is attacked by the opponent.
if(from == ksq) return !(this->square_is_attacked(move_to(m), them));
// A non-king move is legal if and only if it is not pinned or it
// is moving along the ray towards or away from the king.
if(!bit_is_set(pinned, from)) return true;
if(direction_between_squares(from, ksq) ==
if(direction_between_squares(from, ksq) ==
direction_between_squares(move_to(m), ksq))
return true;
@@ -534,7 +534,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
return true;
// Discovered check?
else if(bit_is_set(dcCandidates, from) &&
direction_between_squares(from, ksq) !=
direction_between_squares(from, ksq) !=
direction_between_squares(to, ksq))
return true;
// Promotion with check?
@@ -565,7 +565,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
clear_bit(&b, from); clear_bit(&b, capsq); set_bit(&b, to);
return
((rook_attacks_bb(ksq, b) & this->rooks_and_queens(us)) ||
((rook_attacks_bb(ksq, b) & this->rooks_and_queens(us)) ||
(bishop_attacks_bb(ksq, b) & this->bishops_and_queens(us)));
}
return false;
@@ -603,7 +603,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
case KING:
// Discovered check?
if(bit_is_set(dcCandidates, from) &&
direction_between_squares(from, ksq) !=
direction_between_squares(from, ksq) !=
direction_between_squares(to, ksq))
return true;
// Castling with check?
@@ -627,7 +627,7 @@ bool Position::move_is_check(Move m, Bitboard dcCandidates) const {
return bit_is_set(rook_attacks_bb(rto, b), ksq);
}
return false;
default:
@@ -678,7 +678,7 @@ bool Position::move_attacks_square(Move m, Square s) const {
/// Position::backup() is called when making a move. All information
/// Position::backup() is called when making a move. All information
/// necessary to restore the position when the move is later unmade
/// is saved to an UndoInfo object. The function Position::restore
/// does the reverse operation: When one does a backup followed by
@@ -865,7 +865,7 @@ void Position::do_move(Move m, UndoInfo &u, Bitboard dcCandidates) {
castleRights &= castleRightsMask[from];
castleRights &= castleRightsMask[to];
key ^= zobCastle[castleRights];
// Update checkers bitboard:
checkersBB = EmptyBoardBB;
Square ksq = this->king_square(them);
@@ -1033,8 +1033,8 @@ void Position::do_castle_move(Move m) {
}
/// Position::do_promotion_move() is a private method used to make a promotion
/// move. It is called from the main Position::do_move function. The
/// Position::do_promotion_move() is a private method used to make a promotion
/// move. It is called from the main Position::do_move function. The
/// UndoInfo object, which has been initialized in Position::do_move, is
/// used to store the captured piece (if any).
@@ -1058,7 +1058,7 @@ void Position::do_promotion_move(Move m, UndoInfo &u) {
assert(this->color_of_piece_on(to) == them || this->square_is_empty(to));
capture = this->type_of_piece_on(to);
if(capture) {
assert(capture != KING);
@@ -1137,7 +1137,7 @@ void Position::do_promotion_move(Move m, UndoInfo &u) {
// Update material:
npMaterial[us] += piece_value_midgame(promotion);
// Clear the en passant square:
if(epSquare != SQ_NONE) {
key ^= zobEp[epSquare];
@@ -1151,7 +1151,7 @@ void Position::do_promotion_move(Move m, UndoInfo &u) {
// Reset rule 50 counter:
rule50 = 0;
// Update checkers BB:
checkersBB = attacks_to(this->king_square(them), us);
}
@@ -1165,7 +1165,7 @@ void Position::do_promotion_move(Move m, UndoInfo &u) {
void Position::do_ep_move(Move m) {
Color us, them;
Square from, to, capsq;
assert(this->is_ok());
assert(move_is_ok(m));
assert(move_is_ep(m));
@@ -1340,7 +1340,7 @@ void Position::undo_castle_move(Move m) {
assert(move_is_ok(m));
assert(move_is_castle(m));
// When we have arrived here, some work has already been done by
// When we have arrived here, some work has already been done by
// Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
us = this->side_to_move();
@@ -1409,7 +1409,7 @@ void Position::undo_promotion_move(Move m, const UndoInfo &u) {
assert(move_is_ok(m));
assert(move_promotion(m));
// When we have arrived here, some work has already been done by
// When we have arrived here, some work has already been done by
// Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
us = this->side_to_move();
@@ -1428,7 +1428,7 @@ void Position::undo_promotion_move(Move m, const UndoInfo &u) {
clear_bit(&(byColorBB[us]), to);
clear_bit(&(byTypeBB[promotion]), to);
clear_bit(&(byTypeBB[0]), to); // HACK: byTypeBB[0] == occupied squares
// Insert pawn at source square:
set_bit(&(byColorBB[us]), from);
set_bit(&(byTypeBB[PAWN]), from);
@@ -1488,7 +1488,7 @@ void Position::undo_ep_move(Move m) {
assert(move_is_ok(m));
assert(move_is_ep(m));
// When we have arrived here, some work has already been done by
// When we have arrived here, some work has already been done by
// Position::undo_move. In particular, the side to move has been switched,
// so the code below is correct.
us = this->side_to_move();
@@ -1540,7 +1540,7 @@ void Position::undo_ep_move(Move m) {
void Position::do_null_move(UndoInfo &u) {
assert(this->is_ok());
assert(!this->is_check());
// Back up the information necessary to undo the null move to the supplied
// UndoInfo object. In the case of a null move, the only thing we need to
// remember is the last move made and the en passant square.
@@ -1562,7 +1562,7 @@ void Position::do_null_move(UndoInfo &u) {
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(this->is_ok());
}
@@ -1572,7 +1572,7 @@ void Position::do_null_move(UndoInfo &u) {
void Position::undo_null_move(const UndoInfo &u) {
assert(this->is_ok());
assert(!this->is_check());
// Restore information from the supplied UndoInfo object:
lastMove = u.lastMove;
epSquare = u.epSquare;
@@ -1587,7 +1587,7 @@ void Position::undo_null_move(const UndoInfo &u) {
mgValue += (sideToMove == WHITE)? TempoValueMidgame : -TempoValueMidgame;
egValue += (sideToMove == WHITE)? TempoValueEndgame : -TempoValueEndgame;
assert(this->is_ok());
}
@@ -1673,7 +1673,7 @@ int Position::see(Square from, Square to) const {
// before beginning the next iteration:
lastCapturingPieceValue = seeValues[pt];
c = opposite_color(c);
// Stop after a king capture:
if(pt == KING && (attackers & this->pieces_of_color(c))) {
assert(n < 32);
@@ -1718,7 +1718,7 @@ void Position::clear() {
}
checkersBB = EmptyBoardBB;
lastMove = MOVE_NONE;
sideToMove = WHITE;
@@ -1741,7 +1741,7 @@ void Position::clear() {
void Position::reset_game_ply() {
gamePly = 0;
}
/// Position::put_piece() puts a piece on the given square of the board,
/// updating the board array, bitboards, and piece counts.
@@ -1765,7 +1765,7 @@ void Position::put_piece(Piece p, Square s) {
}
/// Position::allow_oo() gives the given side the right to castle kingside.
/// Position::allow_oo() gives the given side the right to castle kingside.
/// Used when setting castling rights during parsing of FEN strings.
void Position::allow_oo(Color c) {
@@ -1793,7 +1793,7 @@ Key Position::compute_key() const {
if(this->square_is_occupied(s))
result ^=
zobrist[this->color_of_piece_on(s)][this->type_of_piece_on(s)][s];
if(this->ep_square() != SQ_NONE)
result ^= zobEp[this->ep_square()];
result ^= zobCastle[castleRights];
@@ -1803,10 +1803,10 @@ Key Position::compute_key() const {
}
/// Position::compute_pawn_key() computes the hash key of the position. The
/// hash key is usually updated incrementally as moves are made and unmade,
/// the compute_pawn_key() function is only used when a new position is set
/// up, and to verify the correctness of the pawn hash key when running in
/// Position::compute_pawn_key() computes the hash key of the position. The
/// hash key is usually updated incrementally as moves are made and unmade,
/// the compute_pawn_key() function is only used when a new position is set
/// up, and to verify the correctness of the pawn hash key when running in
/// debug mode.
Key Position::compute_pawn_key() const {
@@ -1841,7 +1841,7 @@ Key Position::compute_material_key() const {
}
return result;
}
/// Position::compute_mg_value() and Position::compute_eg_value() compute the
/// incremental scores for the middle game and the endgame. These functions
@@ -1919,7 +1919,7 @@ bool Position::is_mate() {
MOVE_NONE, Depth(0));
return mp.get_next_move() == MOVE_NONE;
}
else
else
return false;
}
@@ -1931,10 +1931,10 @@ bool Position::is_mate() {
bool Position::is_draw() const {
// Draw by material?
if(!this->pawns() &&
this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK)
this->non_pawn_material(WHITE) + this->non_pawn_material(BLACK)
<= BishopValueMidgame)
return true;
// Draw by the 50 moves rule?
if(rule50 > 100 || (rule50 == 100 && !this->is_check()))
return true;
@@ -1943,7 +1943,7 @@ bool Position::is_draw() const {
for(int i = 2; i < Min(gamePly, rule50); i += 2)
if(history[gamePly - i] == key)
return true;
return false;
}
@@ -1964,7 +1964,7 @@ bool Position::has_mate_threat(Color c) {
if(this->is_check())
return false;
// If the input color is not equal to the side to move, do a null move
if(c != stm) this->do_null_move(u1);
@@ -1998,15 +1998,15 @@ void Position::init_zobrist() {
for(int j = 0; j < 8; j++)
for(int k = 0; k < 64; k++)
zobrist[i][j][k] = Key(genrand_int64());
for(int i = 0; i < 64; i++)
zobEp[i] = Key(genrand_int64());
for(int i = 0; i < 16; i++)
zobCastle[i] = genrand_int64();
zobSideToMove = genrand_int64();
for(int i = 0; i < 2; i++)
for(int j = 0; j < 8; j++)
for(int k = 0; k < 16; k++)
@@ -2099,7 +2099,7 @@ void Position::flipped_copy(const Position &pos) {
assert(this->is_ok());
}
/// Position::is_ok() performs some consitency checks for the position object.
/// This is meant to be helpful when debugging.
@@ -2144,7 +2144,7 @@ bool Position::is_ok() const {
if(kingCount[0] != 1 || kingCount[1] != 1)
return false;
}
// Can the side to move capture the opponent's king?
if(debugKingCapture) {
Color us = this->side_to_move();
@@ -2197,7 +2197,7 @@ bool Position::is_ok() const {
// Material hash key OK?
if(debugMaterialKey && materialKey != this->compute_material_key())
return false;
// Incremental eval OK?
if(debugIncrementalEval) {
if(mgValue != this->compute_mg_value())
@@ -2232,6 +2232,6 @@ bool Position::is_ok() const {
return false;
}
}
return true;
}