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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.33 by root, Sun Dec 31 18:10:40 2006 UTC vs.
Revision 1.48 by root, Thu Feb 15 18:09:33 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
3 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2002 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * This program is free software; you can redistribute it and/or modify
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * the Free Software Foundation; either version 2 of the License, or
10 (at your option) any later version. 11 * (at your option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
22*/ 23 */
23 24
24/* 25/*
25 * General convenience functions for crossfire. 26 * General convenience functions for crossfire.
26 */ 27 */
28
29#include <cstdlib>
30#include <sys/types.h>
31#include <unistd.h>
32#include <sys/time.h>
33#include <time.h>
34#include <signal.h>
27 35
28#include <global.h> 36#include <global.h>
29#include <funcpoint.h> 37#include <funcpoint.h>
30#include <material.h> 38#include <material.h>
31 39
32#include <sys/time.h>
33#include <time.h>
34#include <glib.h> 40#include <glib.h>
41
42rand_gen rndm;
43
44void
45tausworthe_random_generator::seed (uint32_t seed)
46{
47 state [0] = max ( 2U, seed * 69069U);
48 state [1] = max ( 8U, state [0] * 69069U);
49 state [2] = max ( 16U, state [1] * 69069U);
50 state [3] = max (128U, state [2] * 69069U);
51
52 for (int i = 11; --i; )
53 operator ()();
54}
55
56uint32_t
57tausworthe_random_generator::next ()
58{
59 state [0] = ((state [0] & 0xFFFFFFFEU) << 18U) ^ (((state [0] << 6U) ^ state [0]) >> 13U);
60 state [1] = ((state [1] & 0xFFFFFFF8U) << 2U) ^ (((state [1] << 2U) ^ state [1]) >> 27U);
61 state [2] = ((state [2] & 0xFFFFFFF0U) << 7U) ^ (((state [2] << 13U) ^ state [2]) >> 21U);
62 state [3] = ((state [3] & 0xFFFFFF80U) << 13U) ^ (((state [3] << 3U) ^ state [3]) >> 12U);
63
64 return state [0] ^ state [1] ^ state [2] ^ state [3];
65}
66
67uint32_t
68tausworthe_random_generator::get_range (uint32_t r_max)
69{
70 return next () % r_max;
71}
72
73// return a number within (min .. max)
74int
75tausworthe_random_generator::get_range (int r_min, int r_max)
76{
77 return r_min + (*this) (max (r_max - r_min + 1, 1));
78}
35 79
36/* 80/*
37 * The random functions here take luck into account when rolling random 81 * The random functions here take luck into account when rolling random
38 * dice or numbers. This function has less of an impact the larger the 82 * dice or numbers. This function has less of an impact the larger the
39 * difference becomes in the random numbers. IE, the effect is lessened 83 * difference becomes in the random numbers. IE, the effect is lessened
46 * Roll a random number between min and max. Uses op to determine luck, 90 * Roll a random number between min and max. Uses op to determine luck,
47 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases. 91 * and if goodbad is non-zero, luck increases the roll, if zero, it decreases.
48 * Generally, op should be the player/caster/hitter requesting the roll, 92 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 93 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */ 94 */
51
52int 95int
53random_roll (int min, int max, const object *op, int goodbad) 96random_roll (int r_min, int r_max, const object *op, int goodbad)
54{ 97{
98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
99
100 if (r_max < 1 || r_max < r_min)
101 {
102 LOG (llevError, "Calling random_roll with min=%d max=%d\n", r_min, r_max);
103 return r_min;
104 }
105
106 if (op->type == PLAYER)
107 {
108 int luck = op->stats.luck;
109
110 if (rndm (base) < min (10, abs (luck)))
111 {
112 //TODO: take luck into account
113 }
114 }
115
116 return rndm (r_min, r_max);
117}
118
119/*
120 * This is a 64 bit version of random_roll above. This is needed
121 * for exp loss calculations for players changing religions.
122 */
123sint64
124random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
125{
55 int omin, diff, luck, base, ran; 126 sint64 omin, diff, luck, ran;
127 int base;
56 128
57 omin = min; 129 omin = min;
58 diff = max - min + 1; 130 diff = max - min + 1;
59 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 131 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60 132
61 if (max < 1 || diff < 1) 133 if (max < 1 || diff < 1)
62 { 134 {
63 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 135 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
64 return (min); /* avoids a float exception */ 136 return (min); /* avoids a float exception */
65 } 137 }
66 138
67 ran = RANDOM (); 139 /*
140 * Make a call to get two 32 bit unsigned random numbers, and just to
141 * a little bitshifting.
142 */
143 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
68 144
69 if (op->type != PLAYER) 145 if (op->type != PLAYER)
70 return ((ran % diff) + min); 146 return ((ran % diff) + min);
71 147
72 luck = op->stats.luck; 148 luck = op->stats.luck;
73 if (RANDOM () % base < MIN (10, abs (luck))) 149 if (rndm (base) < MIN (10, abs (luck)))
74 { 150 {
75 /* we have a winner */ 151 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1)); 152 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck; 153 diff -= luck;
78 if (diff < 1) 154 if (diff < 1)
79 return (omin); /*check again */ 155 return (omin); /*check again */
80 ((goodbad) ? (min += luck) : (diff)); 156 ((goodbad) ? (min += luck) : (diff));
81 157
82 return (MAX (omin, MIN (max, (ran % diff) + min))); 158 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 } 159 }
84 return ((ran % diff) + min);
85}
86 160
87/*
88 * This is a 64 bit version of random_roll above. This is needed
89 * for exp loss calculations for players changing religions.
90 */
91
92sint64
93random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
94{
95 sint64 omin, diff, luck, ran;
96 int base;
97
98 omin = min;
99 diff = max - min + 1;
100 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
101
102 if (max < 1 || diff < 1)
103 {
104 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
105 return (min); /* avoids a float exception */
106 }
107
108 /* Don't know of a portable call to get 64 bit random values.
109 * So make a call to get two 32 bit random numbers, and just to
110 * a little byteshifting. Do make sure the first one is only
111 * 32 bit, so we don't get skewed results
112 */
113 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
114
115 if (op->type != PLAYER)
116 return ((ran % diff) + min);
117
118 luck = op->stats.luck;
119 if (RANDOM () % base < MIN (10, abs (luck)))
120 {
121 /* we have a winner */
122 ((luck > 0) ? (luck = 1) : (luck = -1));
123 diff -= luck;
124 if (diff < 1)
125 return (omin); /*check again */
126 ((goodbad) ? (min += luck) : (diff));
127
128 return (MAX (omin, MIN (max, (ran % diff) + min)));
129 }
130 return ((ran % diff) + min); 161 return ((ran % diff) + min);
131} 162}
132 163
133/* 164/*
134 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 165 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
139 */ 170 */
140 171
141int 172int
142die_roll (int num, int size, const object *op, int goodbad) 173die_roll (int num, int size, const object *op, int goodbad)
143{ 174{
144 int min, diff, luck, total, i, gotlucky, base, ran; 175 int min, diff, luck, total, i, gotlucky, base;
145 176
146 diff = size; 177 diff = size;
147 min = 1; 178 min = 1;
148 luck = total = gotlucky = 0; 179 luck = total = gotlucky = 0;
149 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 180 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
156 if (op->type == PLAYER) 187 if (op->type == PLAYER)
157 luck = op->stats.luck; 188 luck = op->stats.luck;
158 189
159 for (i = 0; i < num; i++) 190 for (i = 0; i < num; i++)
160 { 191 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 192 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
162 { 193 {
163 /* we have a winner */ 194 /* we have a winner */
164 gotlucky++; 195 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1)); 196 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck; 197 diff -= luck;
167 if (diff < 1) 198 if (diff < 1)
168 return (num); /*check again */ 199 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff)); 200 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min)); 201 total += MAX (1, MIN (size, rndm (diff) + min));
172 } 202 }
173 else 203 else
174 {
175 total += RANDOM () % size + 1; 204 total += rndm (size) + 1;
176 }
177 } 205 }
206
178 return (total); 207 return total;
179}
180
181/*
182 * Another convenience function. Returns a number between min and max.
183 * It is suggested one use these functions rather than RANDOM()%, as it
184 * would appear that a number of off-by-one-errors exist due to improper
185 * use of %. This should also prevent SIGFPE.
186 */
187
188int
189rndm (int min, int max)
190{
191 int diff;
192
193 diff = max - min + 1;
194 if (max < 1 || diff < 1)
195 return (min);
196
197 return (RANDOM () % diff + min);
198} 208}
199 209
200/* decay and destroy perishable items in a map */ 210/* decay and destroy perishable items in a map */
201void 211void
202maptile::decay_objects () 212maptile::decay_objects ()
203{ 213{
204 int x, y, destroy; 214 if (!spaces)
205 object *op, *otmp; 215 return;
206 216
207 for (x = 0; x < width; x++) 217 for (mapspace *ms = spaces + size (); ms-- > spaces; )
208 for (y = 0; y < height; y++) 218 for (object *above, *op = ms->bot; op; op = above)
209 for (op = at (x, y).bot; op; op = otmp)
210 { 219 {
220 above = op->above;
221
211 destroy = 0; 222 bool destroy = 0;
212 otmp = op->above;
213 223
224 // do not decay anything above unique floor tiles (yet :)
214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 225 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
215 break; 226 break;
216 227
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 228 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 229 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) 230 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 || QUERY_FLAG (op, FLAG_UNIQUE) 231 || QUERY_FLAG (op, FLAG_UNIQUE)
221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 232 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 || QUERY_FLAG (op, FLAG_UNPAID) 233 || QUERY_FLAG (op, FLAG_UNPAID)
223 || op->is_alive ()) 234 || op->is_alive ())
224 continue; 235 ; // do not decay
225
226 /* otherwise, we decay and destroy */
227 if (op->is_weapon ()) 236 else if (op->is_weapon ())
228 { 237 {
229 op->stats.dam--; 238 op->stats.dam--;
230 if (op->stats.dam < 0) 239 if (op->stats.dam < 0)
231 destroy = 1; 240 destroy = 1;
232 } 241 }
233 else if (op->is_armor ()) 242 else if (op->is_armor ())
234 { 243 {
235 op->stats.ac--; 244 op->stats.ac--;
236 if (op->stats.ac < 0) 245 if (op->stats.ac < 0)
237 destroy = 1; 246 destroy = 1;
238 } 247 }
239 else if (op->type == FOOD) 248 else if (op->type == FOOD)
240 { 249 {
241 op->stats.food -= rndm (5, 20); 250 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 251 if (op->stats.food < 0)
243 destroy = 1; 252 destroy = 1;
244 } 253 }
245 else 254 else
246 { 255 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 256 int mat = op->materials;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 257
258 if (mat & M_PAPER
259 || mat & M_LEATHER
260 || mat & M_WOOD
261 || mat & M_ORGANIC
262 || mat & M_CLOTH
263 || mat & M_LIQUID
264 || (mat & M_IRON && rndm (1, 5) == 1)
265 || (mat & M_GLASS && rndm (1, 2) == 1)
266 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
267 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
268 || (mat & M_ICE && temp > 32))
249 destroy = 1; 269 destroy = 1;
250
251 if (op->material & M_IRON && rndm (1, 5) == 1)
252 destroy = 1;
253
254 if (op->material & M_GLASS && rndm (1, 2) == 1)
255 destroy = 1;
256
257 if ((op->material & M_STONE || op->material & M_ADAMANT) && rndm (1, 10) == 1)
258 destroy = 1;
259
260 if ((op->material & M_SOFT_METAL || op->material & M_BONE) && rndm (1, 3) == 1)
261 destroy = 1;
262
263 if (op->material & M_ICE && temp > 32)
264 destroy = 1;
265 } 270 }
266 271
267 /* adjust overall chance below */ 272 /* adjust overall chance below */
268 if (destroy && rndm (0, 1)) 273 if (destroy && rndm (0, 1))
269 op->destroy (); 274 op->destroy ();
270 } 275 }
271} 276}
272 277
273/* convert materialname to materialtype_t */ 278/* convert materialname to materialtype_t */
274 279
275materialtype_t * 280materialtype_t *
276name_to_material (const char *name) 281name_to_material (const shstr &name)
277{ 282{
278 materialtype_t *mt, *nmt; 283 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
279 284 if (name == mt->name)
280 mt = NULL;
281 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
282 {
283 if (strcmp (name, nmt->name) == 0)
284 {
285 mt = nmt;
286 break;
287 }
288 }
289 return mt; 285 return mt;
286
287 return materialt;
290} 288}
291 289
292/* when doing transmutation of objects, we have to recheck the resistances, 290/* when doing transmutation of objects, we have to recheck the resistances,
293 * as some that did not apply previously, may apply now. 291 * as some that did not apply previously, may apply now.
294 */ 292 */
343 341
344 if (nmt == NULL) 342 if (nmt == NULL)
345 { 343 {
346 lmt = NULL; 344 lmt = NULL;
347#ifndef NEW_MATERIAL_CODE 345#ifndef NEW_MATERIAL_CODE
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 346 for (mt = materialt; mt && mt->next; mt = mt->next)
349 { 347 {
350 if (op->material & mt->material) 348 if (op->materials & mt->material)
351 { 349 {
352 lmt = mt; 350 lmt = mt;
353 break; 351 break;
354 } 352 }
355 } 353 }
356 354
357#else 355#else
358 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 356 for (mt = materialt; mt && mt->next; mt = mt->next)
359 { 357 {
360 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 358 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
361 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 359 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
362 { 360 {
363 lmt = mt; 361 lmt = mt;
364 if (!(op->is_weapon () || op->is_armor ())) 362 if (!(op->is_weapon () || op->is_armor ()))
365 break; 363 break;
383 { 381 {
384 op->stats.dam += lmt->damage; 382 op->stats.dam += lmt->damage;
385 if (op->stats.dam < 1) 383 if (op->stats.dam < 1)
386 op->stats.dam = 1; 384 op->stats.dam = 1;
387 } 385 }
386
388 if (op->stats.sp && op->type == BOW) 387 if (op->stats.sp && op->type == BOW)
389 op->stats.sp += lmt->sp; 388 op->stats.sp += lmt->sp;
390 if (op->stats.wc && op->is_weapon ()) 389 if (op->stats.wc && op->is_weapon ())
391 op->stats.wc += lmt->wc; 390 op->stats.wc += lmt->wc;
392 if (op->is_armor ()) 391 if (op->is_armor ())
401 op->resist[j] = 100; 400 op->resist[j] = 100;
402 if (op->resist[j] < -100) 401 if (op->resist[j] < -100)
403 op->resist[j] = -100; 402 op->resist[j] = -100;
404 } 403 }
405 } 404 }
406 op->materialname = add_string (lmt->name); 405 op->materialname = lmt->name;
407 /* dont make it unstackable if it doesn't need to be */ 406 /* dont make it unstackable if it doesn't need to be */
408 if (op->is_weapon () || op->is_armor ()) 407 if (op->is_weapon () || op->is_armor ())
409 { 408 {
410 op->weight = (op->weight * lmt->weight) / 100; 409 op->weight = (op->weight * lmt->weight) / 100;
411 op->value = (op->value * lmt->value) / 100; 410 op->value = (op->value * lmt->value) / 100;
548 return; 547 return;
549} 548}
550 549
551///////////////////////////////////////////////////////////////////////////// 550/////////////////////////////////////////////////////////////////////////////
552 551
552void
553fork_abort (const char *msg)
554{
555 if (!fork ())
556 {
557 signal (SIGABRT, SIG_DFL);
558 abort ();
559 }
560
561 LOG (llevError, "fork abort: %s\n", msg);
562}
563
553void *salloc_ (int n) throw (std::bad_alloc) 564void *salloc_ (int n) throw (std::bad_alloc)
554{ 565{
566#ifdef PREFER_MALLOC
567 void *ptr = malloc (n);
568#else
555 void *ptr = g_slice_alloc (n); 569 void *ptr = g_slice_alloc (n);
570#endif
556 571
557 if (!ptr) 572 if (!ptr)
558 throw std::bad_alloc (); 573 throw std::bad_alloc ();
559 574
560 return ptr; 575 return ptr;
612 627
613 int diff = (b - a) & 7; 628 int diff = (b - a) & 7;
614 return diff <= 1 || diff >= 7; 629 return diff <= 1 || diff >= 7;
615} 630}
616 631
632/* crc32 0xdebb20e3 table and supplementary functions. */
633extern const uint32_t crc_32_tab[256] =
634{
635 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
636 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
637 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
638 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
639 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
640 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
641 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
642 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
643 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
644 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
645 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
646 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
647 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
648 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
649 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
650 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
651 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
652 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
653 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
654 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
655 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
656 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
657 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
658 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
659 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
660 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
661 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
662 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
663 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
664 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
665 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
666 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
667 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
668 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
669 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
670 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
671 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
672 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
673 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
674 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
675 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
676 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
677 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
678 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
679 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
680 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
681 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
682 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
683 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
684 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
685 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
686 0x2d02ef8dL
687};
688
689

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