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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.43 by root, Fri Jan 19 22:24:10 2007 UTC vs.
Revision 1.62 by root, Tue Jul 10 07:31:20 2007 UTC

1/* 1/*
2 * CrossFire, A Multiplayer game for X-windows 2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG.
3 * 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program is free software; you can redistribute it and/or modify 8 * Crossfire TRT is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, 13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <crossfire@schmorp.de>
23 */ 22 */
24 23
25/* 24/*
26 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
27 */ 26 */
42rand_gen rndm; 41rand_gen rndm;
43 42
44void 43void
45tausworthe_random_generator::seed (uint32_t seed) 44tausworthe_random_generator::seed (uint32_t seed)
46{ 45{
47 state [0] = max ( 2U, seed * 69069U); 46 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
48 state [1] = max ( 8U, state [0] * 69069U); 47 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
49 state [2] = max ( 16U, state [1] * 69069U); 48 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
50 state [3] = max (128U, state [2] * 69069U); 49 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
51 50
52 for (int i = 11; --i; ) 51 for (int i = 11; --i; )
53 operator ()(); 52 operator ()();
54} 53}
55 54
63 62
64 return state [0] ^ state [1] ^ state [2] ^ state [3]; 63 return state [0] ^ state [1] ^ state [2] ^ state [3];
65} 64}
66 65
67uint32_t 66uint32_t
68tausworthe_random_generator::get_range (uint32_t r_max) 67tausworthe_random_generator::get_range (uint32_t num)
69{ 68{
70 return next () % r_max; 69 return (next () * (uint64_t)num) >> 32U;
71} 70}
72 71
73// return a number within (min .. max) 72// return a number within (min .. max)
74int 73int
75tausworthe_random_generator::get_range (int r_min, int r_max) 74tausworthe_random_generator::get_range (int r_min, int r_max)
76{ 75{
77 return r_min + (*this) (max (r_max - r_min + 1, 1)); 76 return r_min + get_range (max (r_max - r_min + 1, 0));
78} 77}
79 78
80/* 79/*
81 * The random functions here take luck into account when rolling random 80 * The random functions here take luck into account when rolling random
82 * dice or numbers. This function has less of an impact the larger the 81 * dice or numbers. This function has less of an impact the larger the
95int 94int
96random_roll (int r_min, int r_max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
97{ 96{
98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */ 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
99 98
100 if (r_max < 1 || r_max < r_min) 99 if (r_max < r_min)
101 { 100 {
102 LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max); 101 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
103 return r_min; 102 return r_min;
104 } 103 }
105 104
106 if (op->type == PLAYER) 105 if (op->type == PLAYER)
107 { 106 {
118 117
119/* 118/*
120 * This is a 64 bit version of random_roll above. This is needed 119 * This is a 64 bit version of random_roll above. This is needed
121 * for exp loss calculations for players changing religions. 120 * for exp loss calculations for players changing religions.
122 */ 121 */
123
124sint64 122sint64
125random_roll64 (sint64 min, sint64 max, const object *op, int goodbad) 123random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
126{ 124{
127 sint64 omin, diff, luck, ran;
128 int base;
129
130 omin = min; 125 sint64 omin = min;
131 diff = max - min + 1; 126 sint64 diff = max - min + 1;
132 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 127 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
133 128
134 if (max < 1 || diff < 1) 129 if (diff < 0)
135 { 130 {
136 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max); 131 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
137 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
138 } 133 }
139 134
140 /* Don't know of a portable call to get 64 bit random values. 135 /*
141 * So make a call to get two 32 bit random numbers, and just to 136 * Make a call to get two 32 bit unsigned random numbers, and just to
142 * a little byteshifting. Do make sure the first one is only 137 * a little bitshifting.
143 * 32 bit, so we don't get skewed results
144 */ 138 */
145 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32); 139 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
146 140
147 if (op->type != PLAYER) 141 if (op->type != PLAYER)
148 return ((ran % diff) + min); 142 return ((ran % diff) + min);
149 143
150 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
151 if (RANDOM () % base < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
152 { 147 {
153 /* we have a winner */ 148 /* we have a winner */
154 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
155 diff -= luck; 150 diff -= luck;
156 if (diff < 1) 151 if (diff < 1)
157 return (omin); /*check again */ 152 return (omin); /*check again */
153
158 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
159 155
160 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
161 } 157 }
158
162 return ((ran % diff) + min); 159 return ran % diff + min;
163} 160}
164 161
165/* 162/*
166 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 163 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
167 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 164 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
168 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
169 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
170 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
171 */ 168 */
172
173int 169int
174die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
175{ 171{
176 int min, diff, luck, total, i, gotlucky, base, ran; 172 int min, luck, total, i, gotlucky;
177 173
178 diff = size; 174 int diff = size;
179 min = 1; 175 min = 1;
180 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
181 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 177 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
178
182 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
183 { 180 {
184 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 181 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
185 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
186 } 183 }
187 184
188 if (op->type == PLAYER) 185 if (op->type == PLAYER)
189 luck = op->stats.luck; 186 luck = op->stats.luck;
190 187
191 for (i = 0; i < num; i++) 188 for (i = 0; i < num; i++)
192 { 189 {
193 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
194 { 191 {
195 /* we have a winner */ 192 /* we have a winner */
196 gotlucky++; 193 gotlucky++;
197 ((luck > 0) ? (luck = 1) : (luck = -1)); 194 ((luck > 0) ? (luck = 1) : (luck = -1));
198 diff -= luck; 195 diff -= luck;
199 if (diff < 1) 196 if (diff < 1)
200 return (num); /*check again */ 197 return (num); /*check again */
201 ((goodbad) ? (min += luck) : (diff)); 198 ((goodbad) ? (min += luck) : (diff));
202 ran = RANDOM ();
203 total += MAX (1, MIN (size, (ran % diff) + min)); 199 total += MAX (1, MIN (size, rndm (diff) + min));
204 } 200 }
205 else 201 else
206 {
207 total += RANDOM () % size + 1; 202 total += rndm (size) + 1;
208 }
209 } 203 }
204
210 return (total); 205 return total;
211}
212
213/* decay and destroy perishable items in a map */
214void
215maptile::decay_objects ()
216{
217 if (!spaces)
218 return;
219
220 for (mapspace *ms = spaces + size (); ms-- > spaces; )
221 for (object *above, *op = ms->bot; op; op = above)
222 {
223 above = op->above;
224
225 bool destroy = 0;
226
227 // do not decay anything above unique floor tiles (yet :)
228 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
229 break;
230
231 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
232 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
233 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
234 || QUERY_FLAG (op, FLAG_UNIQUE)
235 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
236 || QUERY_FLAG (op, FLAG_UNPAID)
237 || op->is_alive ())
238 ; // do not decay
239 else if (op->is_weapon ())
240 {
241 op->stats.dam--;
242 if (op->stats.dam < 0)
243 destroy = 1;
244 }
245 else if (op->is_armor ())
246 {
247 op->stats.ac--;
248 if (op->stats.ac < 0)
249 destroy = 1;
250 }
251 else if (op->type == FOOD)
252 {
253 op->stats.food -= rndm (5, 20);
254 if (op->stats.food < 0)
255 destroy = 1;
256 }
257 else
258 {
259 int mat = op->material;
260
261 if (mat & M_PAPER
262 || mat & M_LEATHER
263 || mat & M_WOOD
264 || mat & M_ORGANIC
265 || mat & M_CLOTH
266 || mat & M_LIQUID
267 || (mat & M_IRON && rndm (1, 5) == 1)
268 || (mat & M_GLASS && rndm (1, 2) == 1)
269 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
270 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
271 || (mat & M_ICE && temp > 32))
272 destroy = 1;
273 }
274
275 /* adjust overall chance below */
276 if (destroy && rndm (0, 1))
277 op->destroy ();
278 }
279} 206}
280 207
281/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
282 209
283materialtype_t * 210materialtype_t *
284name_to_material (const char *name) 211name_to_material (const shstr &name)
285{ 212{
286 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
214 if (name == mt->name)
215 return mt;
287 216
288 mt = NULL;
289 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
290 {
291 if (strcmp (name, nmt->name) == 0)
292 {
293 mt = nmt;
294 break;
295 }
296 }
297 return mt; 217 return 0;
298} 218}
299 219
300/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
301 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
302 */ 222 */
317 return; 237 return;
318 238
319 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
320 if (!mt) 240 if (!mt)
321 { 241 {
322 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->name, &op->name, &op->materialname); 242 LOG (llevError, "archetype '%s>%s' uses nonexistent material '%s'\n", &op->arch->archname, &op->name, &op->materialname);
323 return; 243 return;
324 } 244 }
325 245
326 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
327 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
338void 258void
339set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_materialname (object *op, int difficulty, materialtype_t *nmt)
340{ 260{
341 materialtype_t *mt, *lmt; 261 materialtype_t *mt, *lmt;
342 262
343#ifdef NEW_MATERIAL_CODE
344 int j;
345#endif
346
347 if (op->materialname != NULL) 263 if (op->materialname != NULL)
348 return; 264 return;
349 265
350
351
352 if (nmt == NULL) 266 if (nmt == NULL)
353 { 267 {
354 lmt = NULL; 268 lmt = NULL;
355#ifndef NEW_MATERIAL_CODE 269
356 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 270 for (mt = materialt; mt && mt->next; mt = mt->next)
357 { 271 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
358 if (op->material & mt->material) 272 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
359 { 273 {
360 lmt = mt; 274 lmt = mt;
275 if (!(op->is_weapon () || op->is_armor ()))
361 break; 276 break;
362 } 277 }
363 }
364
365#else
366 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
367 {
368 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
369 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
370 {
371 lmt = mt;
372 if (!(op->is_weapon () || op->is_armor ()))
373 break;
374 }
375 }
376#endif
377 } 278 }
378 else 279 else
379 {
380 lmt = nmt; 280 lmt = nmt;
381 }
382 281
383 if (lmt != NULL) 282 if (lmt != NULL)
384 { 283 {
385#ifndef NEW_MATERIAL_CODE
386 op->materialname = lmt->name;
387 return;
388#else
389
390 if (op->stats.dam && op->is_weapon ()) 284 if (op->stats.dam && op->is_weapon ())
391 { 285 {
392 op->stats.dam += lmt->damage; 286 op->stats.dam += lmt->damage;
393 if (op->stats.dam < 1) 287 if (op->stats.dam < 1)
394 op->stats.dam = 1; 288 op->stats.dam = 1;
395 } 289 }
290
396 if (op->stats.sp && op->type == BOW) 291 if (op->stats.sp && op->type == BOW)
397 op->stats.sp += lmt->sp; 292 op->stats.sp += lmt->sp;
398 if (op->stats.wc && op->is_weapon ()) 293 if (op->stats.wc && op->is_weapon ())
399 op->stats.wc += lmt->wc; 294 op->stats.wc += lmt->wc;
400 if (op->is_armor ()) 295 if (op->is_armor ())
401 { 296 {
402 if (op->stats.ac) 297 if (op->stats.ac)
403 op->stats.ac += lmt->ac; 298 op->stats.ac += lmt->ac;
299
404 for (j = 0; j < NROFATTACKS; j++) 300 for (int j = 0; j < NROFATTACKS; j++)
405 if (op->resist[j] != 0) 301 if (op->resist[j] != 0)
406 { 302 {
407 op->resist[j] += lmt->mod[j]; 303 op->resist[j] += lmt->mod[j];
408 if (op->resist[j] > 100) 304 if (op->resist[j] > 100)
409 op->resist[j] = 100; 305 op->resist[j] = 100;
410 if (op->resist[j] < -100) 306 if (op->resist[j] < -100)
411 op->resist[j] = -100; 307 op->resist[j] = -100;
412 } 308 }
413 } 309 }
310
414 op->materialname = add_string (lmt->name); 311 op->materialname = lmt->name;
415 /* dont make it unstackable if it doesn't need to be */ 312 /* dont make it unstackable if it doesn't need to be */
416 if (op->is_weapon () || op->is_armor ()) 313 if (op->is_weapon () || op->is_armor ())
417 { 314 {
418 op->weight = (op->weight * lmt->weight) / 100; 315 op->weight = (op->weight * lmt->weight) / 100;
419 op->value = (op->value * lmt->value) / 100; 316 op->value = (op->value * lmt->value) / 100;
420 } 317 }
421#endif
422 } 318 }
423} 319}
424 320
425/* 321/*
426 * Strip out the media tags from a String. 322 * Strip out the media tags from a String.
562fork_abort (const char *msg) 458fork_abort (const char *msg)
563{ 459{
564 if (!fork ()) 460 if (!fork ())
565 { 461 {
566 signal (SIGABRT, SIG_DFL); 462 signal (SIGABRT, SIG_DFL);
463 // try to put corefiles into a subdirectory, if existing, to allow
464 // an administrator to reduce the I/O load.
465 chdir ("cores");
567 abort (); 466 abort ();
568 } 467 }
569 468
570 LOG (llevError, "fork abort: %s\n", msg); 469 LOG (llevError, "fork abort: %s\n", msg);
571} 470}
572 471
573void *salloc_ (int n) throw (std::bad_alloc) 472void *salloc_ (int n) throw (std::bad_alloc)
574{ 473{
474#ifdef PREFER_MALLOC
475 void *ptr = malloc (n);
476#else
575 void *ptr = g_slice_alloc (n); 477 void *ptr = g_slice_alloc (n);
478#endif
576 479
577 if (!ptr) 480 if (!ptr)
578 throw std::bad_alloc (); 481 throw std::bad_alloc ();
579 482
580 return ptr; 483 return ptr;
614 } 517 }
615 else 518 else
616 memcpy (dst, src, len + 1); 519 memcpy (dst, src, len + 1);
617} 520}
618 521
522const std::string
523format (const char *format, ...)
524{
525 int len;
526
527 {
528 char buf[128];
529
530 va_list ap;
531 va_start (ap, format);
532 len = vsnprintf (buf, sizeof (buf), format, ap);
533 va_end (ap);
534
535 assert (len >= 0); // shield againstz broken vsnprintf's
536
537 // was our static buffer short enough?
538 if (len < sizeof (buf))
539 return std::string (buf, len);
540 }
541
542 {
543 // longer, try harder
544 char *buf = salloc<char> (len + 1);
545
546 va_list ap;
547 va_start (ap, format);
548 vsnprintf (buf, len + 1, format, ap);
549 va_end (ap);
550
551 const std::string s (buf, len);
552 sfree<char> (buf, len + 1);
553
554 return buf;
555 }
556}
557
619tstamp now () 558tstamp now ()
620{ 559{
621 struct timeval tv; 560 struct timeval tv;
622 561
623 gettimeofday (&tv, 0); 562 gettimeofday (&tv, 0);
632 571
633 int diff = (b - a) & 7; 572 int diff = (b - a) & 7;
634 return diff <= 1 || diff >= 7; 573 return diff <= 1 || diff >= 7;
635} 574}
636 575
576/* crc32 0xdebb20e3 table and supplementary functions. */
577extern const uint32_t crc_32_tab[256] =
578{
579 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
580 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
581 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
582 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
583 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
584 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
585 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
586 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
587 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
588 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
589 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
590 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
591 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
592 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
593 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
594 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
595 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
596 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
597 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
598 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
599 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
600 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
601 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
602 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
603 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
604 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
605 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
606 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
607 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
608 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
609 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
610 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
611 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
612 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
613 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
614 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
615 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
616 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
617 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
618 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
619 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
620 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
621 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
622 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
623 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
624 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
625 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
626 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
627 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
628 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
629 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
630 0x2d02ef8dL
631};
632
633

Diff Legend

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