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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 1.60 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 (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team
4 Copyright (C) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
6 7 *
7 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
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 3 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, see <http://www.gnu.org/licenses/>.
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 *
20
21 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>
22*/ 22 */
23 23
24/* 24/*
25 * General convenience functions for crossfire. 25 * General convenience functions for crossfire.
26 */ 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>
27 34
28#include <global.h> 35#include <global.h>
29#include <funcpoint.h> 36#include <funcpoint.h>
30#include <material.h> 37#include <material.h>
31 38
32#include <sys/time.h>
33#include <time.h>
34#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}
35 78
36/* 79/*
37 * The random functions here take luck into account when rolling random 80 * 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 81 * 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 82 * 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, 89 * 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. 90 * 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, 91 * Generally, op should be the player/caster/hitter requesting the roll,
49 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 92 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
50 */ 93 */
51
52int 94int
53random_roll (int min, int max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
54{ 96{
55 int omin, diff, luck, base, ran; 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
56 98
57 omin = min; 99 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 { 100 {
63 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);
64 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
65 } 133 }
66 134
67 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);
68 140
69 if (op->type != PLAYER) 141 if (op->type != PLAYER)
70 return ((ran % diff) + min); 142 return ((ran % diff) + min);
71 143
72 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
73 if (RANDOM () % base < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
74 { 147 {
75 /* we have a winner */ 148 /* we have a winner */
76 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
77 diff -= luck; 150 diff -= luck;
78 if (diff < 1) 151 if (diff < 1)
79 return (omin); /*check again */ 152 return (omin); /*check again */
153
80 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
81 155
82 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
83 } 157 }
158
84 return ((ran % diff) + min); 159 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} 160}
132 161
133/* 162/*
134 * 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,
135 * 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.
136 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
137 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
138 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
139 */ 168 */
140
141int 169int
142die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
143{ 171{
144 int min, diff, luck, total, i, gotlucky, base, ran; 172 int min, luck, total, i, gotlucky;
145 173
146 diff = size; 174 int diff = size;
147 min = 1; 175 min = 1;
148 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
149 ((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
150 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
151 { 180 {
152 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);
153 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
154 } 183 }
155 184
156 if (op->type == PLAYER) 185 if (op->type == PLAYER)
157 luck = op->stats.luck; 186 luck = op->stats.luck;
158 187
159 for (i = 0; i < num; i++) 188 for (i = 0; i < num; i++)
160 { 189 {
161 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
162 { 191 {
163 /* we have a winner */ 192 /* we have a winner */
164 gotlucky++; 193 gotlucky++;
165 ((luck > 0) ? (luck = 1) : (luck = -1)); 194 ((luck > 0) ? (luck = 1) : (luck = -1));
166 diff -= luck; 195 diff -= luck;
167 if (diff < 1) 196 if (diff < 1)
168 return (num); /*check again */ 197 return (num); /*check again */
169 ((goodbad) ? (min += luck) : (diff)); 198 ((goodbad) ? (min += luck) : (diff));
170 ran = RANDOM ();
171 total += MAX (1, MIN (size, (ran % diff) + min)); 199 total += MAX (1, MIN (size, rndm (diff) + min));
172 } 200 }
173 else 201 else
174 {
175 total += RANDOM () % size + 1; 202 total += rndm (size) + 1;
176 }
177 } 203 }
204
178 return (total); 205 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}
199
200/* decay and destroy perishable items in a map */
201void
202maptile::decay_objects ()
203{
204 int x, y, destroy;
205 object *op, *otmp;
206
207 for (x = 0; x < width; x++)
208 for (y = 0; y < height; y++)
209 for (op = at (x, y).bot; op; op = otmp)
210 {
211 destroy = 0;
212 otmp = op->above;
213
214 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
215 break;
216
217 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
218 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
219 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
220 || QUERY_FLAG (op, FLAG_UNIQUE)
221 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
222 || QUERY_FLAG (op, FLAG_UNPAID)
223 || op->is_alive ())
224 continue;
225
226 /* otherwise, we decay and destroy */
227 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 if (op->material & M_PAPER || op->material & M_LEATHER ||
248 op->material & M_WOOD || op->material & M_ORGANIC || op->material & M_CLOTH || op->material & M_LIQUID)
249 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 }
266
267 /* adjust overall chance below */
268 if (destroy && rndm (0, 1))
269 op->destroy ();
270 }
271} 206}
272 207
273/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
274 209
275materialtype_t * 210materialtype_t *
276name_to_material (const char *name) 211name_to_material (const shstr &name)
277{ 212{
278 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
279 214 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; 215 return mt;
216
217 return materialt;
290} 218}
291 219
292/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
293 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
294 */ 222 */
309 return; 237 return;
310 238
311 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
312 if (!mt) 240 if (!mt)
313 { 241 {
314 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);
315 return; 243 return;
316 } 244 }
317 245
318 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
319 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
343 271
344 if (nmt == NULL) 272 if (nmt == NULL)
345 { 273 {
346 lmt = NULL; 274 lmt = NULL;
347#ifndef NEW_MATERIAL_CODE 275#ifndef NEW_MATERIAL_CODE
348 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 276 for (mt = materialt; mt && mt->next; mt = mt->next)
349 { 277 {
350 if (op->material & mt->material) 278 if (op->materials & mt->material)
351 { 279 {
352 lmt = mt; 280 lmt = mt;
353 break; 281 break;
354 } 282 }
355 } 283 }
356 284
357#else 285#else
358 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 286 for (mt = materialt; mt && mt->next; mt = mt->next)
359 { 287 {
360 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 288 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
361 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 289 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
362 { 290 {
363 lmt = mt; 291 lmt = mt;
364 if (!(op->is_weapon () || op->is_armor ())) 292 if (!(op->is_weapon () || op->is_armor ()))
365 break; 293 break;
383 { 311 {
384 op->stats.dam += lmt->damage; 312 op->stats.dam += lmt->damage;
385 if (op->stats.dam < 1) 313 if (op->stats.dam < 1)
386 op->stats.dam = 1; 314 op->stats.dam = 1;
387 } 315 }
316
388 if (op->stats.sp && op->type == BOW) 317 if (op->stats.sp && op->type == BOW)
389 op->stats.sp += lmt->sp; 318 op->stats.sp += lmt->sp;
390 if (op->stats.wc && op->is_weapon ()) 319 if (op->stats.wc && op->is_weapon ())
391 op->stats.wc += lmt->wc; 320 op->stats.wc += lmt->wc;
392 if (op->is_armor ()) 321 if (op->is_armor ())
401 op->resist[j] = 100; 330 op->resist[j] = 100;
402 if (op->resist[j] < -100) 331 if (op->resist[j] < -100)
403 op->resist[j] = -100; 332 op->resist[j] = -100;
404 } 333 }
405 } 334 }
406 op->materialname = add_string (lmt->name); 335 op->materialname = lmt->name;
407 /* dont make it unstackable if it doesn't need to be */ 336 /* dont make it unstackable if it doesn't need to be */
408 if (op->is_weapon () || op->is_armor ()) 337 if (op->is_weapon () || op->is_armor ())
409 { 338 {
410 op->weight = (op->weight * lmt->weight) / 100; 339 op->weight = (op->weight * lmt->weight) / 100;
411 op->value = (op->value * lmt->value) / 100; 340 op->value = (op->value * lmt->value) / 100;
548 return; 477 return;
549} 478}
550 479
551///////////////////////////////////////////////////////////////////////////// 480/////////////////////////////////////////////////////////////////////////////
552 481
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
553void *salloc_ (int n) throw (std::bad_alloc) 497void *salloc_ (int n) throw (std::bad_alloc)
554{ 498{
499#ifdef PREFER_MALLOC
500 void *ptr = malloc (n);
501#else
555 void *ptr = g_slice_alloc (n); 502 void *ptr = g_slice_alloc (n);
503#endif
556 504
557 if (!ptr) 505 if (!ptr)
558 throw std::bad_alloc (); 506 throw std::bad_alloc ();
559 507
560 return ptr; 508 return ptr;
594 } 542 }
595 else 543 else
596 memcpy (dst, src, len + 1); 544 memcpy (dst, src, len + 1);
597} 545}
598 546
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
599tstamp now () 583tstamp now ()
600{ 584{
601 struct timeval tv; 585 struct timeval tv;
602 586
603 gettimeofday (&tv, 0); 587 gettimeofday (&tv, 0);
612 596
613 int diff = (b - a) & 7; 597 int diff = (b - a) & 7;
614 return diff <= 1 || diff >= 7; 598 return diff <= 1 || diff >= 7;
615} 599}
616 600
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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