Reformat of eval tracing code

Also assorted rename while there.

No functional change.
Restore PorbCut name

Actually MultiCut is too different from current scheme.
Note that neither ProbCut is exactly what we do because
we try just a handful of captures instead of all moves,
nevertheless it seems more in line with what we do.

Suggested by Joona.

No functional change.
Fix material key for King

Currently king has no material key associated because
it can never happen to find a legal position without
both kings, so there is no need to keep track of it.

The consequence is that a position with only the two
kings has material key set at zero and if the material
hash table is empty any entry will match and this is
wrong.

Normally bug is hidden becuase the checking for a draw
with pos.is_draw() is done earlier than evaluate() call,
so that we never check in gameplay the material key of a
position with two kings.

Nevertheless the bug is there and can be reproduced setting
at startup a position with only two kings and typing
'eval' from prompt.

The fix is very simple: add a random key also for the king.

Also fixed the condition in material.cpp to avoid asserting
when a 'just 2 kings' postion is evaluated.

No functional change.
Increase MAX_PLY from 100 to 120

Under some very rare case 100 plies of search
could be not enough. Increasing more could lead
to crashes due to reached stack size limit on
some platforms.

Strongly requested by Uri.

bench: 8430785
Sync code style in material.cpp

Update to use common code style.

No functional change.
Update SEE to return a Value

It seems more natural because the actual returned
value is from PieceValue[] array.

No functional change.
Merge remote-tracking branch 'upstream/master'
Synchronise material key calculation with SF, which now assigns a non-zero
value to the white and black kings.