Introduce cap1 trait and PF_*_1STONE for single-stone captures/escapes
[pachi/derm.git] / engine.h
blobf88601c46e0a05d7f38bc1ce3e8d77af58f54a79
1 #ifndef ZZGO_ENGINE_H
2 #define ZZGO_ENGINE_H
4 #include "board.h"
5 #include "move.h"
6 #include "gtp.h"
8 struct move_queue;
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. */
26 struct engine {
27 char *name;
28 char *comment;
30 /* If set, do not reset the engine state on clear_board. */
31 bool keep_on_clear;
33 engine_notify notify;
34 board_cprint printhook;
35 engine_notify_play notify_play;
36 engine_chat chat;
37 engine_genmove genmove;
38 engine_genmoves genmoves;
39 engine_dead_group_list dead_group_list;
40 engine_done done;
41 void *data;
44 #endif