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   // evaluate check and stalemate status
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   // evaluate check and stalemate status
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   new_move.is_check = Move_IsCheck (&new_move, 1 - new_move.color); // save whether opponent is in check or not
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   new_move.is_check = Move_IsCheck (&new_move, 1 - new_move.color); // save whether opponent is in check or not
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   new_move.is_stalemate = Move_IsStaleMate (&new_move, 1 - new_move.color); // save whether opponent is stalemate
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   new_move.is_stalemate = Move_IsStaleMate (&new_move, 1 - new_move.color); // save whether opponent is stalemate
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   // describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
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   // describe our move in Standard Abbreviated Notation and describe the resulting table in Forsyth-Edwards Notation
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   Move_DescribeInSAN (&new_move);
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   Move_DescribeInSAN (&new_move, last_move);
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   Move_DescribeInFEN (&new_move);
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   Move_DescribeInFEN (&new_move);
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   // resize the previous moves array and insert our new move at the end of it
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   // resize the previous moves array and insert our new move at the end of it
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   board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, board->move_count + 1, sizeof (boardmove_t), false);
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   board->moves = (boardmove_t *) SAFE_realloc (board->moves, board->move_count, board->move_count + 1, sizeof (boardmove_t), false);
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   memcpy (&board->moves[board->move_count], &new_move, sizeof (boardmove_t));
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   memcpy (&board->moves[board->move_count], &new_move, sizeof (boardmove_t));