10 typedef enum parse_code (*engine_notify
)(struct engine
*e
, struct board
*b
, int id
, char *cmd
, char *args
, char **reply
);
11 typedef char *(*engine_notify_play
)(struct engine
*e
, struct board
*b
, struct move
*m
);
12 typedef char *(*engine_chat
)(struct engine
*e
, struct board
*b
, char *cmd
);
13 /* Generate a move. If pass_all_alive is true, <pass> shall be generated only
14 * if all stones on the board can be considered alive, without regard to "dead"
15 * considered stones. */
16 typedef coord_t
*(*engine_genmove
)(struct engine
*e
, struct board
*b
, struct time_info
*ti
, enum stone color
, bool pass_all_alive
);
17 typedef char *(*engine_genmoves
)(struct engine
*e
, struct board
*b
, struct time_info
*ti
, enum stone color
,
18 char *args
, bool pass_all_alive
, void **stats_buf
, int *stats_size
);
19 /* One dead group per queued move (coord_t is (ab)used as group_t). */
20 typedef void (*engine_dead_group_list
)(struct engine
*e
, struct board
*b
, struct move_queue
*mq
);
21 /* e->data and e will be free()d by caller afterwards. */
22 typedef void (*engine_done
)(struct engine
*e
);
24 /* This is engine data structure. A new engine instance is spawned
25 * for each new game during the program lifetime. */
30 /* If set, do not reset the engine state on clear_board. */
34 board_cprint printhook
;
35 engine_notify_play notify_play
;
37 engine_genmove genmove
;
38 engine_genmoves genmoves
;
39 engine_dead_group_list dead_group_list
;