board[to] = EMPTY;
}
- // Finally point out state pointer back to the previous state
+ // Finally point our state pointer back to the previous state
st = st->previous;
assert(is_ok());
/// Position::do_null_move makes() a "null move": It switches the side to move
/// and updates the hash key without executing any move on the board.
-void Position::do_null_move(StateInfo& newSt) {
+void Position::do_null_move(StateInfo& backupSt) {
assert(is_ok());
assert(!is_check());
// Back up the information necessary to undo the null move to the supplied
// StateInfo 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.
- newSt.lastMove = st->lastMove;
- newSt.epSquare = st->epSquare;
- newSt.previous = st->previous;
- st->previous = &newSt;
+ // Note that differently from normal case here backupSt is actually used as
+ // a backup storage not as a new state to be used.
+ backupSt.lastMove = st->lastMove;
+ backupSt.epSquare = st->epSquare;
+ backupSt.previous = st->previous;
+ st->previous = &backupSt;
// Save the current key to the history[] array, in order to be able to
// detect repetition draws.
assert(is_ok());
assert(!is_check());
- // Restore information from the our StateInfo object
+ // Restore information from the our backup StateInfo object
st->lastMove = st->previous->lastMove;
st->epSquare = st->previous->epSquare;
st->previous = st->previous->previous;