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Convert also undo_null_move() to avoid passing UndoInfo object
No functional change. Signed-off-by: Marco Costalba <mcostalba@gmail.com>
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@@ -1445,10 +1445,12 @@ void Position::do_null_move(UndoInfo& u) {
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assert(!is_check());
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// Back up the information necessary to undo the null move to the supplied
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// UndoInfo object. In the case of a null move, the only thing we need to
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// UndoInfo object. In the case of a null move, the only thing we need to
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// remember is the last move made and the en passant square.
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u.lastMove = lastMove;
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u.epSquare = epSquare;
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u.previous = previous;
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previous = &u;
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// Save the current key to the history[] array, in order to be able to
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// detect repetition draws.
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@@ -1473,18 +1475,20 @@ void Position::do_null_move(UndoInfo& u) {
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/// Position::undo_null_move() unmakes a "null move".
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void Position::undo_null_move(const UndoInfo &u) {
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void Position::undo_null_move() {
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assert(is_ok());
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assert(!is_check());
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// Restore information from the supplied UndoInfo object:
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lastMove = u.lastMove;
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epSquare = u.epSquare;
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// Restore information from the our UndoInfo object
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lastMove = previous->lastMove;
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epSquare = previous->epSquare;
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previous = previous->previous;
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if (epSquare != SQ_NONE)
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key ^= zobEp[epSquare];
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// Update the necessary information.
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// Update the necessary information
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sideToMove = opposite_color(sideToMove);
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rule50--;
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gamePly--;
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@@ -1942,7 +1946,7 @@ bool Position::has_mate_threat(Color c) {
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// Undo null move, if necessary
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if (c != stm)
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undo_null_move(u1);
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undo_null_move();
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return result;
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}
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