My Project
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#include <play.h>
Public Attributes | |
Board | board [1] |
Board | initial_board [1] |
Search | search [1] |
Result | result [1] |
Book * | book |
int | type |
int | player |
int | initial_player |
Move | game [80] |
int | i_game |
int | n_game |
volatile PlayState | state |
int | level |
long long | clock |
struct { | |
long long spent | |
long long left | |
long long extra | |
} | time [2] |
struct { | |
Board real [80] | |
Board unique [80] | |
Move move [80] | |
int n_move | |
int i_move | |
} | force |
struct { | |
Thread thread | |
Lock lock | |
Board board [1] | |
bool launched | |
bool verbose | |
} | ponder [1] |
char | error_message [PLAY_MESSAGE_MAX_LENGTH] |
play structure
Board Play::board[1] |
current board.
pondered position
Book* Play::book |
opening book
long long Play::clock |
internal clock
char Play::error_message[PLAY_MESSAGE_MAX_LENGTH] |
error message
long long Play::extra |
extra time left
struct { ... } Play::force |
forced line
Move Play::game[80] |
game (move sequence).
int Play::i_game |
current move index.
int Play::i_move |
current forced move
Board Play::initial_board[1] |
initial board.
int Play::initial_player |
initial player's color.
bool Play::launched |
launched thread
long long Play::left |
time left
int Play::level |
search level
Lock Play::lock |
lock.
Move Play::move[80] |
forced move sequence
int Play::n_game |
last move index.
int Play::n_move |
number of forced move
int Play::player |
current player's color.
struct { ... } Play::ponder[1] |
pondering thread
Board Play::real[80] |
forced positions
Result Play::result[1] |
search result.
Search Play::search[1] |
search.
long long Play::spent |
time spent
volatile PlayState Play::state |
current state
Thread Play::thread |
thread.
struct { ... } Play::time[2] |
time of each player
int Play::type |
ui type
Board Play::unique[80] |
unique symetry of the forced positions
bool Play::verbose |
verbose pondering