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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 1.56 by root, Thu May 17 21:32:08 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game
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] = seed * 69069U; if (state [0] < 2U) state [0] += 2U;
48 state [1] = state [0] * 69069U; if (state [0] < 8U) state [0] += 8U;
49 state [2] = state [1] * 69069U; if (state [0] < 16U) state [0] += 16U;
50 state [3] = state [2] * 69069U; if (state [0] < 128) state [0] += 128U;
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 num)
69{
70 return (next () * (uint64_t)num) >> 32U;
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 + get_range (max (r_max - r_min + 1, 0));
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{
55 int omin, diff, luck, base, ran; 98 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
56 99
57 omin = min; 100 if (r_max < r_min)
58 diff = max - min + 1;
59 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
60
61 if (max < 1 || diff < 1)
62 { 101 {
63 LOG (llevError, "Calling random_roll with min=%d max=%d\n", min, max); 102 LOG (llevError | logBacktrace, "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{
126 sint64 omin = min;
127 sint64 diff = max - min + 1;
128 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
129
130 if (diff < 0)
131 {
132 LOG (llevError | logBacktrace, "Calling random_roll64 with min=%" PRId64 " max=%" PRId64 "\n", min, max);
64 return (min); /* avoids a float exception */ 133 return (min); /* avoids a float exception */
65 } 134 }
66 135
67 ran = RANDOM (); 136 /*
137 * Make a call to get two 32 bit unsigned random numbers, and just to
138 * a little bitshifting.
139 */
140 sint64 ran = (sint64) rndm.next () ^ ((sint64) rndm.next () << 31);
68 141
69 if (op->type != PLAYER) 142 if (op->type != PLAYER)
70 return ((ran % diff) + min); 143 return ((ran % diff) + min);
71 144
72 luck = op->stats.luck; 145 int luck = op->stats.luck;
146
73 if (RANDOM () % base < MIN (10, abs (luck))) 147 if (rndm (base) < MIN (10, abs (luck)))
74 { 148 {
75 /* we have a winner */ 149 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1)); 150 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck; 151 diff -= luck;
78 if (diff < 1) 152 if (diff < 1)
79 return (omin); /*check again */ 153 return (omin); /*check again */
154
80 ((goodbad) ? (min += luck) : (diff)); 155 ((goodbad) ? (min += luck) : (diff));
81 156
82 return (MAX (omin, MIN (max, (ran % diff) + min))); 157 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 } 158 }
159
84 return ((ran % diff) + min); 160 return ran % diff + min;
85}
86
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);
131} 161}
132 162
133/* 163/*
134 * Roll a number of dice (2d3, 4d6). Uses op to determine luck, 164 * Roll a number of dice (2d3, 4d6). Uses op to determine luck,
135 * If goodbad is non-zero, luck increases the roll, if zero, it decreases. 165 * If goodbad is non-zero, luck increases the roll, if zero, it decreases.
136 * Generally, op should be the player/caster/hitter requesting the roll, 166 * Generally, op should be the player/caster/hitter requesting the roll,
137 * not the recipient (ie, the poor slob getting hit). 167 * not the recipient (ie, the poor slob getting hit).
138 * The args are num D size (ie 4d6) [garbled 20010916] 168 * The args are num D size (ie 4d6) [garbled 20010916]
139 */ 169 */
140
141int 170int
142die_roll (int num, int size, const object *op, int goodbad) 171die_roll (int num, int size, const object *op, int goodbad)
143{ 172{
144 int min, diff, luck, total, i, gotlucky, base, ran; 173 int min, luck, total, i, gotlucky;
145 174
146 diff = size; 175 int diff = size;
147 min = 1; 176 min = 1;
148 luck = total = gotlucky = 0; 177 luck = total = gotlucky = 0;
149 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */ 178 int base = diff > 2 ? 20 : 50; /* d2 and d3 are corner cases */
179
150 if (size < 2 || diff < 1) 180 if (size < 2 || diff < 1)
151 { 181 {
152 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size); 182 LOG (llevError, "Calling die_roll with num=%d size=%d\n", num, size);
153 return (num); /* avoids a float exception */ 183 return num; /* avoids a float exception */
154 } 184 }
155 185
156 if (op->type == PLAYER) 186 if (op->type == PLAYER)
157 luck = op->stats.luck; 187 luck = op->stats.luck;
158 188
159 for (i = 0; i < num; i++) 189 for (i = 0; i < num; i++)
160 { 190 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 191 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
162 { 192 {
163 /* we have a winner */ 193 /* we have a winner */
164 gotlucky++; 194 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1)); 195 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck; 196 diff -= luck;
167 if (diff < 1) 197 if (diff < 1)
168 return (num); /*check again */ 198 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff)); 199 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min)); 200 total += MAX (1, MIN (size, rndm (diff) + min));
172 } 201 }
173 else 202 else
174 {
175 total += RANDOM () % size + 1; 203 total += rndm (size) + 1;
176 }
177 } 204 }
205
178 return (total); 206 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} 207}
199 208
200/* decay and destroy perishable items in a map */ 209/* decay and destroy perishable items in a map */
201void 210void
202maptile::decay_objects () 211maptile::decay_objects ()
203{ 212{
204 int x, y, destroy; 213 if (!spaces)
205 object *op, *otmp; 214 return;
206 215
207 for (x = 0; x < width; x++) 216 for (mapspace *ms = spaces + size (); ms-- > spaces; )
208 for (y = 0; y < height; y++) 217 for (object *above, *op = ms->bot; op; op = above)
209 for (op = at (x, y).bot; op; op = otmp)
210 { 218 {
219 above = op->above;
220
211 destroy = 0; 221 bool destroy = 0;
212 otmp = op->above;
213 222
223 // do not decay anything above unique floor tiles (yet :)
214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE)) 224 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
215 break; 225 break;
216 226
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR) 227 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL) 228 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL) 229 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 || QUERY_FLAG (op, FLAG_UNIQUE) 230 || QUERY_FLAG (op, FLAG_UNIQUE)
221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR) 231 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 || QUERY_FLAG (op, FLAG_UNPAID) 232 || QUERY_FLAG (op, FLAG_UNPAID)
223 || op->is_alive ()) 233 || op->is_alive ())
224 continue; 234 ; // do not decay
225
226 /* otherwise, we decay and destroy */
227 if (op->is_weapon ()) 235 else if (op->is_weapon ())
228 { 236 {
229 op->stats.dam--; 237 op->stats.dam--;
230 if (op->stats.dam < 0) 238 if (op->stats.dam < 0)
231 destroy = 1; 239 destroy = 1;
232 } 240 }
233 else if (op->is_armor ()) 241 else if (op->is_armor ())
234 { 242 {
235 op->stats.ac--; 243 op->stats.ac--;
236 if (op->stats.ac < 0) 244 if (op->stats.ac < 0)
237 destroy = 1; 245 destroy = 1;
238 } 246 }
239 else if (op->type == FOOD) 247 else if (op->type == FOOD)
240 { 248 {
241 op->stats.food -= rndm (5, 20); 249 op->stats.food -= rndm (5, 20);
242 if (op->stats.food < 0) 250 if (op->stats.food < 0)
243 destroy = 1; 251 destroy = 1;
244 } 252 }
245 else 253 else
246 { 254 {
247 if (op->material & M_PAPER || op->material & M_LEATHER || 255 int mat = op->materials;
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID) 256
257 if (mat & M_PAPER
258 || mat & M_LEATHER
259 || mat & M_WOOD
260 || mat & M_ORGANIC
261 || mat & M_CLOTH
262 || mat & M_LIQUID
263 || (mat & M_IRON && rndm (1, 5) == 1)
264 || (mat & M_GLASS && rndm (1, 2) == 1)
265 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
266 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
267 || (mat & M_ICE && temp > 32))
249 destroy = 1; 268 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 } 269 }
266 270
267 /* adjust overall chance below */ 271 /* adjust overall chance below */
268 if (destroy && rndm (0, 1)) 272 if (destroy && rndm (0, 1))
269 op->destroy (); 273 op->destroy ();
270 } 274 }
271} 275}
272 276
273/* convert materialname to materialtype_t */ 277/* convert materialname to materialtype_t */
274 278
275materialtype_t * 279materialtype_t *
276name_to_material (const char *name) 280name_to_material (const shstr &name)
277{ 281{
278 materialtype_t *mt, *nmt; 282 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
279 283 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; 284 return mt;
285
286 return materialt;
290} 287}
291 288
292/* when doing transmutation of objects, we have to recheck the resistances, 289/* when doing transmutation of objects, we have to recheck the resistances,
293 * as some that did not apply previously, may apply now. 290 * as some that did not apply previously, may apply now.
294 */ 291 */
343 340
344 if (nmt == NULL) 341 if (nmt == NULL)
345 { 342 {
346 lmt = NULL; 343 lmt = NULL;
347#ifndef NEW_MATERIAL_CODE 344#ifndef NEW_MATERIAL_CODE
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 345 for (mt = materialt; mt && mt->next; mt = mt->next)
349 { 346 {
350 if (op->material & mt->material) 347 if (op->materials & mt->material)
351 { 348 {
352 lmt = mt; 349 lmt = mt;
353 break; 350 break;
354 } 351 }
355 } 352 }
356 353
357#else 354#else
358 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 355 for (mt = materialt; mt && mt->next; mt = mt->next)
359 { 356 {
360 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 357 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
361 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 358 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
362 { 359 {
363 lmt = mt; 360 lmt = mt;
364 if (!(op->is_weapon () || op->is_armor ())) 361 if (!(op->is_weapon () || op->is_armor ()))
365 break; 362 break;
383 { 380 {
384 op->stats.dam += lmt->damage; 381 op->stats.dam += lmt->damage;
385 if (op->stats.dam < 1) 382 if (op->stats.dam < 1)
386 op->stats.dam = 1; 383 op->stats.dam = 1;
387 } 384 }
385
388 if (op->stats.sp && op->type == BOW) 386 if (op->stats.sp && op->type == BOW)
389 op->stats.sp += lmt->sp; 387 op->stats.sp += lmt->sp;
390 if (op->stats.wc && op->is_weapon ()) 388 if (op->stats.wc && op->is_weapon ())
391 op->stats.wc += lmt->wc; 389 op->stats.wc += lmt->wc;
392 if (op->is_armor ()) 390 if (op->is_armor ())
401 op->resist[j] = 100; 399 op->resist[j] = 100;
402 if (op->resist[j] < -100) 400 if (op->resist[j] < -100)
403 op->resist[j] = -100; 401 op->resist[j] = -100;
404 } 402 }
405 } 403 }
406 op->materialname = add_string (lmt->name); 404 op->materialname = lmt->name;
407 /* dont make it unstackable if it doesn't need to be */ 405 /* dont make it unstackable if it doesn't need to be */
408 if (op->is_weapon () || op->is_armor ()) 406 if (op->is_weapon () || op->is_armor ())
409 { 407 {
410 op->weight = (op->weight * lmt->weight) / 100; 408 op->weight = (op->weight * lmt->weight) / 100;
411 op->value = (op->value * lmt->value) / 100; 409 op->value = (op->value * lmt->value) / 100;
548 return; 546 return;
549} 547}
550 548
551///////////////////////////////////////////////////////////////////////////// 549/////////////////////////////////////////////////////////////////////////////
552 550
551void
552fork_abort (const char *msg)
553{
554 if (!fork ())
555 {
556 signal (SIGABRT, SIG_DFL);
557 // try to put corefiles into a subdirectory, if existing, to allow
558 // an administrator to reduce the I/O load.
559 chdir ("cores");
560 abort ();
561 }
562
563 LOG (llevError, "fork abort: %s\n", msg);
564}
565
553void *salloc_ (int n) throw (std::bad_alloc) 566void *salloc_ (int n) throw (std::bad_alloc)
554{ 567{
568#ifdef PREFER_MALLOC
569 void *ptr = malloc (n);
570#else
555 void *ptr = g_slice_alloc (n); 571 void *ptr = g_slice_alloc (n);
572#endif
556 573
557 if (!ptr) 574 if (!ptr)
558 throw std::bad_alloc (); 575 throw std::bad_alloc ();
559 576
560 return ptr; 577 return ptr;
594 } 611 }
595 else 612 else
596 memcpy (dst, src, len + 1); 613 memcpy (dst, src, len + 1);
597} 614}
598 615
616const std::string
617format (const char *format, ...)
618{
619 int len;
620
621 {
622 char buf[128];
623
624 va_list ap;
625 va_start (ap, format);
626 len = vsnprintf (buf, sizeof (buf), format, ap);
627 va_end (ap);
628
629 assert (len >= 0); // shield againstz broken vsnprintf's
630
631 // was our static buffer short enough?
632 if (len < sizeof (buf))
633 return std::string (buf, len);
634 }
635
636 {
637 // longer, try harder
638 char *buf = salloc<char> (len + 1);
639
640 va_list ap;
641 va_start (ap, format);
642 vsnprintf (buf, len + 1, format, ap);
643 va_end (ap);
644
645 const std::string s (buf, len);
646 sfree<char> (buf, len + 1);
647
648 return buf;
649 }
650}
651
599tstamp now () 652tstamp now ()
600{ 653{
601 struct timeval tv; 654 struct timeval tv;
602 655
603 gettimeofday (&tv, 0); 656 gettimeofday (&tv, 0);
612 665
613 int diff = (b - a) & 7; 666 int diff = (b - a) & 7;
614 return diff <= 1 || diff >= 7; 667 return diff <= 1 || diff >= 7;
615} 668}
616 669
670/* crc32 0xdebb20e3 table and supplementary functions. */
671extern const uint32_t crc_32_tab[256] =
672{
673 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
674 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
675 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
676 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
677 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
678 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
679 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
680 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
681 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
682 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
683 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
684 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
685 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
686 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
687 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
688 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
689 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
690 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
691 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
692 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
693 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
694 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
695 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
696 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
697 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
698 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
699 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
700 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
701 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
702 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
703 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
704 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
705 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
706 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
707 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
708 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
709 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
710 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
711 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
712 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
713 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
714 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
715 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
716 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
717 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
718 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
719 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
720 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
721 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
722 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
723 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
724 0x2d02ef8dL
725};
726
727

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