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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.36 by pippijn, Sat Jan 6 14:42:29 2007 UTC vs.
Revision 1.60 by root, Sun Jul 1 05:00:18 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. 20 *
21
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 */
27
28#include <cstdlib>
29#include <sys/types.h>
30#include <unistd.h>
31#include <sys/time.h>
32#include <time.h>
33#include <signal.h>
28 34
29#include <global.h> 35#include <global.h>
30#include <funcpoint.h> 36#include <funcpoint.h>
31#include <material.h> 37#include <material.h>
32 38
33#include <sys/time.h>
34#include <time.h>
35#include <glib.h> 39#include <glib.h>
40
41rand_gen rndm;
42
43void
44tausworthe_random_generator::seed (uint32_t seed)
45{
46 state [0] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
47 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
48 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
49 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
50
51 for (int i = 11; --i; )
52 operator ()();
53}
54
55uint32_t
56tausworthe_random_generator::next ()
57{
58 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
59 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
60 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
61 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
62
63 return state [0] ^ state [1] ^ state [2] ^ state [3];
64}
65
66uint32_t
67tausworthe_random_generator::get_range (uint32_t num)
68{
69 return (next () * (uint64_t)num) >> 32U;
70}
71
72// return a number within (min .. max)
73int
74tausworthe_random_generator::get_range (int r_min, int r_max)
75{
76 return r_min + get_range (max (r_max - r_min + 1, 0));
77}
36 78
37/* 79/*
38 * The random functions here take luck into account when rolling random 80 * The random functions here take luck into account when rolling random
39 * 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
40 * difference becomes in the random numbers. IE, the effect is lessened 82 * difference becomes in the random numbers. IE, the effect is lessened
47 * Roll a random number between min and max. Uses op to determine luck, 89 * Roll a random number between min and max. Uses op to determine luck,
48 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. 90 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
49 * Generally, op should be the player/caster/hitter requesting the roll, 91 * Generally, op should be the player/caster/hitter requesting the roll,
50 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 92 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
51 */ 93 */
52
53int 94int
54random_roll (int min, int max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
55{ 96{
56 int omin, diff, luck, base, ran; 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
57 98
58 omin = min; 99 if (r_max < r_min)
59 diff = max - min + 1;
60 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
61
62 if (max < 1 || diff < 1)
63 { 100 {
64 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 101 LOG (llevError | logBacktrace, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
102 return r_min;
103 }
104
105 if (op->type == PLAYER)
106 {
107 int luck = op->stats.luck;
108
109 if (rndm (base) < min (10, abs (luck)))
110 {
111 //TODO: take luck into account
112 }
113 }
114
115 return rndm (r_min, r_max);
116}
117
118/*
119 * This is a 64 bit version of random_roll above. This is needed
120 * for exp loss calculations for players changing religions.
121 */
122sint64
123random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
124{
125 sint64 omin = min;
126 sint64 diff = max - min + 1;
127 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
128
129 if (diff < 0)
130 {
131 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
65 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
66 } 133 }
67 134
68 ran = RANDOM (); 135 /*
136 * Make a call to get two 32 bit unsigned random numbers, and just to
137 * a little bitshifting.
138 */
139 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
69 140
70 if (op->type != PLAYER) 141 if (op->type != PLAYER)
71 return ((ran % diff) + min); 142 return ((ran % diff) + min);
72 143
73 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
74 if (RANDOM () % base < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
75 { 147 {
76 /* we have a winner */ 148 /* we have a winner */
77 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
78 diff -= luck; 150 diff -= luck;
79 if (diff < 1) 151 if (diff < 1)
80 return (omin); /*check again */ 152 return (omin); /*check again */
153
81 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
82 155
83 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
84 } 157 }
158
85 return ((ran % diff) + min); 159 return ran % diff + min;
86}
87
88/*
89 * This is a 64 bit version of random_roll above. This is needed
90 * for exp loss calculations for players changing religions.
91 */
92
93sint64
94random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
95{
96 sint64 omin, diff, luck, ran;
97 int base;
98
99 omin = min;
100 diff = max - min + 1;
101 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
102
103 if (max < 1 || diff < 1)
104 {
105 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
106 return (min); /* avoids a float exception */
107 }
108
109 /* Don't know of a portable call to get 64 bit random values.
110 * So make a call to get two 32 bit random numbers, and just to
111 * a little byteshifting. Do make sure the first one is only
112 * 32 bit, so we don't get skewed results
113 */
114 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
115
116 if (op->type != PLAYER)
117 return ((ran % diff) + min);
118
119 luck = op->stats.luck;
120 if (RANDOM () % base < MIN (10, abs (luck)))
121 {
122 /* we have a winner */
123 ((luck > 0) ? (luck = 1) : (luck = -1));
124 diff -= luck;
125 if (diff < 1)
126 return (omin); /*check again */
127 ((goodbad) ? (min += luck) : (diff));
128
129 return (MAX (omin, MIN (max, (ran % diff) + min)));
130 }
131 return ((ran % diff) + min);
132} 160}
133 161
134/* 162/*
135 * 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,
136 * 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.
137 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
138 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
139 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
140 */ 168 */
141
142int 169int
143die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
144{ 171{
145 int min, diff, luck, total, i, gotlucky, base, ran; 172 int min, luck, total, i, gotlucky;
146 173
147 diff = size; 174 int diff = size;
148 min = 1; 175 min = 1;
149 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
150 ((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
151 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
152 { 180 {
153 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);
154 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
155 } 183 }
156 184
157 if (op->type == PLAYER) 185 if (op->type == PLAYER)
158 luck = op->stats.luck; 186 luck = op->stats.luck;
159 187
160 for (i = 0; i < num; i++) 188 for (i = 0; i < num; i++)
161 { 189 {
162 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
163 { 191 {
164 /* we have a winner */ 192 /* we have a winner */
165 gotlucky++; 193 gotlucky++;
166 ((luck > 0) ? (luck = 1) : (luck = -1)); 194 ((luck > 0) ? (luck = 1) : (luck = -1));
167 diff -= luck; 195 diff -= luck;
168 if (diff < 1) 196 if (diff < 1)
169 return (num); /*check again */ 197 return (num); /*check again */
170 ((goodbad) ? (min += luck) : (diff)); 198 ((goodbad) ? (min += luck) : (diff));
171 ran = RANDOM ();
172 total += MAX (1, MIN (size, (ran % diff) + min)); 199 total += MAX (1, MIN (size, rndm (diff) + min));
173 } 200 }
174 else 201 else
175 {
176 total += RANDOM () % size + 1; 202 total += rndm (size) + 1;
177 }
178 } 203 }
204
179 return (total); 205 return total;
180}
181
182/*
183 * Another convenience function. Returns a number between min and max.
184 * It is suggested one use these functions rather than RANDOM()%, as it
185 * would appear that a number of off-by-one-errors exist due to improper
186 * use of %. This should also prevent SIGFPE.
187 */
188
189int
190rndm (int min, int max)
191{
192 int diff;
193
194 diff = max - min + 1;
195 if (max < 1 || diff < 1)
196 return (min);
197
198 return (RANDOM () % diff + min);
199}
200
201/* decay and destroy perishable items in a map */
202void
203maptile::decay_objects ()
204{
205 if (!spaces)
206 return;
207
208 for (mapspace *ms = spaces + size (); ms-- > spaces; )
209 for (object *above, *op = ms->bot; op; op = above)
210 {
211 above = op->above;
212
213 bool destroy = 0;
214
215 // do not decay anything above unique floor tiles (yet :)
216 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
217 break;
218
219 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
220 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
221 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
222 || QUERY_FLAG (op, FLAG_UNIQUE)
223 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
224 || QUERY_FLAG (op, FLAG_UNPAID)
225 || op->is_alive ())
226 ; // do not decay
227 else if (op->is_weapon ())
228 {
229 op->stats.dam--;
230 if (op->stats.dam < 0)
231 destroy = 1;
232 }
233 else if (op->is_armor ())
234 {
235 op->stats.ac--;
236 if (op->stats.ac < 0)
237 destroy = 1;
238 }
239 else if (op->type == FOOD)
240 {
241 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0)
243 destroy = 1;
244 }
245 else
246 {
247 int mat = op->material;
248
249 if (mat & M_PAPER
250 || mat & M_LEATHER
251 || mat & M_WOOD
252 || mat & M_ORGANIC
253 || mat & M_CLOTH
254 || mat & M_LIQUID
255 || (mat & M_IRON && rndm (1, 5) == 1)
256 || (mat & M_GLASS && rndm (1, 2) == 1)
257 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
258 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
259 || (mat & M_ICE && temp > 32))
260 destroy = 1;
261 }
262
263 /* adjust overall chance below */
264 if (destroy && rndm (0, 1))
265 op->destroy ();
266 }
267} 206}
268 207
269/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
270 209
271materialtype_t * 210materialtype_t *
272name_to_material (const char *name) 211name_to_material (const shstr &name)
273{ 212{
274 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
275 214 if (name == mt->name)
276 mt = NULL;
277 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
278 {
279 if (strcmp (name, nmt->name) == 0)
280 {
281 mt = nmt;
282 break;
283 }
284 }
285 return mt; 215 return mt;
216
217 return materialt;
286} 218}
287 219
288/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
289 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
290 */ 222 */
305 return; 237 return;
306 238
307 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
308 if (!mt) 240 if (!mt)
309 { 241 {
310 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);
311 return; 243 return;
312 } 244 }
313 245
314 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
315 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
339 271
340 if (nmt == NULL) 272 if (nmt == NULL)
341 { 273 {
342 lmt = NULL; 274 lmt = NULL;
343#ifndef NEW_MATERIAL_CODE 275#ifndef NEW_MATERIAL_CODE
344 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 276 for (mt = materialt; mt && mt->next; mt = mt->next)
345 { 277 {
346 if (op->material & mt->material) 278 if (op->materials & mt->material)
347 { 279 {
348 lmt = mt; 280 lmt = mt;
349 break; 281 break;
350 } 282 }
351 } 283 }
352 284
353#else 285#else
354 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 286 for (mt = materialt; mt && mt->next; mt = mt->next)
355 { 287 {
356 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 288 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
357 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 289 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
358 { 290 {
359 lmt = mt; 291 lmt = mt;
360 if (!(op->is_weapon () || op->is_armor ())) 292 if (!(op->is_weapon () || op->is_armor ()))
361 break; 293 break;
379 { 311 {
380 op->stats.dam += lmt->damage; 312 op->stats.dam += lmt->damage;
381 if (op->stats.dam < 1) 313 if (op->stats.dam < 1)
382 op->stats.dam = 1; 314 op->stats.dam = 1;
383 } 315 }
316
384 if (op->stats.sp && op->type == BOW) 317 if (op->stats.sp && op->type == BOW)
385 op->stats.sp += lmt->sp; 318 op->stats.sp += lmt->sp;
386 if (op->stats.wc && op->is_weapon ()) 319 if (op->stats.wc && op->is_weapon ())
387 op->stats.wc += lmt->wc; 320 op->stats.wc += lmt->wc;
388 if (op->is_armor ()) 321 if (op->is_armor ())
397 op->resist[j] = 100; 330 op->resist[j] = 100;
398 if (op->resist[j] < -100) 331 if (op->resist[j] < -100)
399 op->resist[j] = -100; 332 op->resist[j] = -100;
400 } 333 }
401 } 334 }
402 op->materialname = add_string (lmt->name); 335 op->materialname = lmt->name;
403 /* dont make it unstackable if it doesn't need to be */ 336 /* dont make it unstackable if it doesn't need to be */
404 if (op->is_weapon () || op->is_armor ()) 337 if (op->is_weapon () || op->is_armor ())
405 { 338 {
406 op->weight = (op->weight * lmt->weight) / 100; 339 op->weight = (op->weight * lmt->weight) / 100;
407 op->value = (op->value * lmt->value) / 100; 340 op->value = (op->value * lmt->value) / 100;
544 return; 477 return;
545} 478}
546 479
547///////////////////////////////////////////////////////////////////////////// 480/////////////////////////////////////////////////////////////////////////////
548 481
482void
483fork_abort (const char *msg)
484{
485 if (!fork ())
486 {
487 signal (SIGABRT, SIG_DFL);
488 // try to put corefiles into a subdirectory, if existing, to allow
489 // an administrator to reduce the I/O load.
490 chdir ("cores");
491 abort ();
492 }
493
494 LOG (llevError, "fork abort: %s\n", msg);
495}
496
549void *salloc_ (int n) throw (std::bad_alloc) 497void *salloc_ (int n) throw (std::bad_alloc)
550{ 498{
499#ifdef PREFER_MALLOC
500 void *ptr = malloc (n);
501#else
551 void *ptr = g_slice_alloc (n); 502 void *ptr = g_slice_alloc (n);
503#endif
552 504
553 if (!ptr) 505 if (!ptr)
554 throw std::bad_alloc (); 506 throw std::bad_alloc ();
555 507
556 return ptr; 508 return ptr;
590 } 542 }
591 else 543 else
592 memcpy (dst, src, len + 1); 544 memcpy (dst, src, len + 1);
593} 545}
594 546
547const std::string
548format (const char *format, ...)
549{
550 int len;
551
552 {
553 char buf[128];
554
555 va_list ap;
556 va_start (ap, format);
557 len = vsnprintf (buf, sizeof (buf), format, ap);
558 va_end (ap);
559
560 assert (len >= 0); // shield againstz broken vsnprintf's
561
562 // was our static buffer short enough?
563 if (len < sizeof (buf))
564 return std::string (buf, len);
565 }
566
567 {
568 // longer, try harder
569 char *buf = salloc<char> (len + 1);
570
571 va_list ap;
572 va_start (ap, format);
573 vsnprintf (buf, len + 1, format, ap);
574 va_end (ap);
575
576 const std::string s (buf, len);
577 sfree<char> (buf, len + 1);
578
579 return buf;
580 }
581}
582
595tstamp now () 583tstamp now ()
596{ 584{
597 struct timeval tv; 585 struct timeval tv;
598 586
599 gettimeofday (&tv, 0); 587 gettimeofday (&tv, 0);
608 596
609 int diff = (b - a) & 7; 597 int diff = (b - a) & 7;
610 return diff <= 1 || diff >= 7; 598 return diff <= 1 || diff >= 7;
611} 599}
612 600
601/* crc32 0xdebb20e3 table and supplementary functions. */
602extern const uint32_t crc_32_tab[256] =
603{
604 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
605 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
606 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
607 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
608 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
609 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
610 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
611 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
612 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
613 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
614 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
615 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
616 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
617 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
618 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
619 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
620 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
621 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
622 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
623 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
624 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
625 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
626 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
627 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
628 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
629 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
630 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
631 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
632 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
633 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
634 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
635 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
636 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
637 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
638 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
639 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
640 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
641 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
642 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
643 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
644 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
645 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
646 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
647 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
648 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
649 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
650 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
651 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
652 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
653 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
654 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
655 0x2d02ef8dL
656};
657
658

Diff Legend

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