// in init_safety().
Value SafetyTable[100];
- // Pawn and material hash tables, indexed by the current thread id
- MaterialInfoTable* MaterialTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
- PawnInfoTable* PawnTable[8] = {0, 0, 0, 0, 0, 0, 0, 0};
+ // Pawn and material hash tables, indexed by the current thread id.
+ // Note that they will be initialized at 0 being global variables.
+ MaterialInfoTable* MaterialTable[THREAD_MAX];
+ PawnInfoTable* PawnTable[THREAD_MAX];
// Sizes of pawn and material hash tables
const int PawnTableSize = 16384;
o["Randomness"] = Option(0, 0, 10);
o["Minimum Split Depth"] = Option(4, 4, 7);
o["Maximum Number of Threads per Split Point"] = Option(5, 4, 8);
- o["Threads"] = Option(1, 1, 8);
+ o["Threads"] = Option(1, 1, THREAD_MAX);
o["Hash"] = Option(32, 4, 2048);
o["Clear Hash"] = Option(false, BUTTON);
o["New Game"] = Option(false, BUTTON);