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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.38 by root, Mon Jan 15 02:42:15 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 */
28 27
36#include <global.h> 35#include <global.h>
37#include <funcpoint.h> 36#include <funcpoint.h>
38#include <material.h> 37#include <material.h>
39 38
40#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}
41 78
42/* 79/*
43 * The random functions here take luck into account when rolling random 80 * The random functions here take luck into account when rolling random
44 * 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
45 * difference becomes in the random numbers. IE, the effect is lessened 82 * difference becomes in the random numbers. IE, the effect is lessened
52 * 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,
53 * 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.
54 * Generally, op should be the player/caster/hitter requesting the roll, 91 * Generally, op should be the player/caster/hitter requesting the roll,
55 * not the recipient (ie, the poor slob getting hit). [garbled 20010916] 92 * not the recipient (ie, the poor slob getting hit). [garbled 20010916]
56 */ 93 */
57
58int 94int
59random_roll (int min, int max, const object *op, int goodbad) 95random_roll (int r_min, int r_max, const object *op, int goodbad)
60{ 96{
61 int omin, diff, luck, base, ran; 97 int base = r_max - r_min > 1 ? 20 : 50; /* d2 and d3 are corner cases */
62 98
63 omin = min; 99 if (r_max < r_min)
64 diff = max - min + 1;
65 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
66
67 if (max < 1 || diff < 1)
68 { 100 {
69 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);
70 return (min); /* avoids a float exception */ 132 return (min); /* avoids a float exception */
71 } 133 }
72 134
73 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);
74 140
75 if (op->type != PLAYER) 141 if (op->type != PLAYER)
76 return ((ran % diff) + min); 142 return ((ran % diff) + min);
77 143
78 luck = op->stats.luck; 144 int luck = op->stats.luck;
145
79 if (RANDOM () % base < MIN (10, abs (luck))) 146 if (rndm (base) < MIN (10, abs (luck)))
80 { 147 {
81 /* we have a winner */ 148 /* we have a winner */
82 ((luck > 0) ? (luck = 1) : (luck = -1)); 149 ((luck > 0) ? (luck = 1) : (luck = -1));
83 diff -= luck; 150 diff -= luck;
84 if (diff < 1) 151 if (diff < 1)
85 return (omin); /*check again */ 152 return (omin); /*check again */
153
86 ((goodbad) ? (min += luck) : (diff)); 154 ((goodbad) ? (min += luck) : (diff));
87 155
88 return (MAX (omin, MIN (max, (ran % diff) + min))); 156 return (MAX (omin, MIN (max, (ran % diff) + min)));
89 } 157 }
158
90 return ((ran % diff) + min); 159 return ran % diff + min;
91}
92
93/*
94 * This is a 64 bit version of random_roll above. This is needed
95 * for exp loss calculations for players changing religions.
96 */
97
98sint64
99random_roll64 (sint64 min, sint64 max, const object *op, int goodbad)
100{
101 sint64 omin, diff, luck, ran;
102 int base;
103
104 omin = min;
105 diff = max - min + 1;
106 ((diff > 2) ? (base = 20) : (base = 50)); /* d2 and d3 are corner cases */
107
108 if (max < 1 || diff < 1)
109 {
110 LOG (llevError, "Calling random_roll with min=%" PRId64 " max=%" PRId64 "\n", min, max);
111 return (min); /* avoids a float exception */
112 }
113
114 /* Don't know of a portable call to get 64 bit random values.
115 * So make a call to get two 32 bit random numbers, and just to
116 * a little byteshifting. Do make sure the first one is only
117 * 32 bit, so we don't get skewed results
118 */
119 ran = (RANDOM () & 0xffffffff) | ((sint64) RANDOM () << 32);
120
121 if (op->type != PLAYER)
122 return ((ran % diff) + min);
123
124 luck = op->stats.luck;
125 if (RANDOM () % base < MIN (10, abs (luck)))
126 {
127 /* we have a winner */
128 ((luck > 0) ? (luck = 1) : (luck = -1));
129 diff -= luck;
130 if (diff < 1)
131 return (omin); /*check again */
132 ((goodbad) ? (min += luck) : (diff));
133
134 return (MAX (omin, MIN (max, (ran % diff) + min)));
135 }
136 return ((ran % diff) + min);
137} 160}
138 161
139/* 162/*
140 * 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,
141 * 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.
142 * Generally, op should be the player/caster/hitter requesting the roll, 165 * Generally, op should be the player/caster/hitter requesting the roll,
143 * not the recipient (ie, the poor slob getting hit). 166 * not the recipient (ie, the poor slob getting hit).
144 * The args are num D size (ie 4d6) [garbled 20010916] 167 * The args are num D size (ie 4d6) [garbled 20010916]
145 */ 168 */
146
147int 169int
148die_roll (int num, int size, const object *op, int goodbad) 170die_roll (int num, int size, const object *op, int goodbad)
149{ 171{
150 int min, diff, luck, total, i, gotlucky, base, ran; 172 int min, luck, total, i, gotlucky;
151 173
152 diff = size; 174 int diff = size;
153 min = 1; 175 min = 1;
154 luck = total = gotlucky = 0; 176 luck = total = gotlucky = 0;
155 ((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
156 if (size < 2 || diff < 1) 179 if (size < 2 || diff < 1)
157 { 180 {
158 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);
159 return (num); /* avoids a float exception */ 182 return num; /* avoids a float exception */
160 } 183 }
161 184
162 if (op->type == PLAYER) 185 if (op->type == PLAYER)
163 luck = op->stats.luck; 186 luck = op->stats.luck;
164 187
165 for (i = 0; i < num; i++) 188 for (i = 0; i < num; i++)
166 { 189 {
167 if (RANDOM () % base < MIN (10, abs (luck)) && !gotlucky) 190 if (rndm (base) < MIN (10, abs (luck)) && !gotlucky)
168 { 191 {
169 /* we have a winner */ 192 /* we have a winner */
170 gotlucky++; 193 gotlucky++;
171 ((luck > 0) ? (luck = 1) : (luck = -1)); 194 ((luck > 0) ? (luck = 1) : (luck = -1));
172 diff -= luck; 195 diff -= luck;
173 if (diff < 1) 196 if (diff < 1)
174 return (num); /*check again */ 197 return (num); /*check again */
175 ((goodbad) ? (min += luck) : (diff)); 198 ((goodbad) ? (min += luck) : (diff));
176 ran = RANDOM ();
177 total += MAX (1, MIN (size, (ran % diff) + min)); 199 total += MAX (1, MIN (size, rndm (diff) + min));
178 } 200 }
179 else 201 else
180 {
181 total += RANDOM () % size + 1; 202 total += rndm (size) + 1;
182 }
183 } 203 }
204
184 return (total); 205 return total;
185}
186
187/*
188 * Another convenience function. Returns a number between min and max.
189 * It is suggested one use these functions rather than RANDOM()%, as it
190 * would appear that a number of off-by-one-errors exist due to improper
191 * use of %. This should also prevent SIGFPE.
192 */
193
194int
195rndm (int min, int max)
196{
197 int diff;
198
199 diff = max - min + 1;
200 if (max < 1 || diff < 1)
201 return (min);
202
203 return (RANDOM () % diff + min);
204}
205
206/* decay and destroy perishable items in a map */
207void
208maptile::decay_objects ()
209{
210 if (!spaces)
211 return;
212
213 for (mapspace *ms = spaces + size (); ms-- > spaces; )
214 for (object *above, *op = ms->bot; op; op = above)
215 {
216 above = op->above;
217
218 bool destroy = 0;
219
220 // do not decay anything above unique floor tiles (yet :)
221 if (QUERY_FLAG (op, FLAG_IS_FLOOR) && QUERY_FLAG (op, FLAG_UNIQUE))
222 break;
223
224 if (QUERY_FLAG (op, FLAG_IS_FLOOR)
225 || QUERY_FLAG (op, FLAG_OBJ_ORIGINAL)
226 || QUERY_FLAG (op, FLAG_OBJ_SAVE_ON_OVL)
227 || QUERY_FLAG (op, FLAG_UNIQUE)
228 || QUERY_FLAG (op, FLAG_OVERLAY_FLOOR)
229 || QUERY_FLAG (op, FLAG_UNPAID)
230 || op->is_alive ())
231 ; // do not decay
232 else if (op->is_weapon ())
233 {
234 op->stats.dam--;
235 if (op->stats.dam < 0)
236 destroy = 1;
237 }
238 else if (op->is_armor ())
239 {
240 op->stats.ac--;
241 if (op->stats.ac < 0)
242 destroy = 1;
243 }
244 else if (op->type == FOOD)
245 {
246 op->stats.food -= rndm (5, 20);
247 if (op->stats.food < 0)
248 destroy = 1;
249 }
250 else
251 {
252 int mat = op->material;
253
254 if (mat & M_PAPER
255 || mat & M_LEATHER
256 || mat & M_WOOD
257 || mat & M_ORGANIC
258 || mat & M_CLOTH
259 || mat & M_LIQUID
260 || (mat & M_IRON && rndm (1, 5) == 1)
261 || (mat & M_GLASS && rndm (1, 2) == 1)
262 || ((mat & M_STONE || mat & M_ADAMANT) && rndm (1, 10) == 1)
263 || ((mat & M_SOFT_METAL || mat & M_BONE) && rndm (1, 3) == 1)
264 || (mat & M_ICE && temp > 32))
265 destroy = 1;
266 }
267
268 /* adjust overall chance below */
269 if (destroy && rndm (0, 1))
270 op->destroy ();
271 }
272} 206}
273 207
274/* convert materialname to materialtype_t */ 208/* convert materialname to materialtype_t */
275 209
276materialtype_t * 210materialtype_t *
277name_to_material (const char *name) 211name_to_material (const shstr &name)
278{ 212{
279 materialtype_t *mt, *nmt; 213 for (materialtype_t *mt = materialt; mt && mt->next; mt = mt->next)
280 214 if (name == mt->name)
281 mt = NULL;
282 for (nmt = materialt; nmt != NULL && nmt->next != NULL; nmt = nmt->next)
283 {
284 if (strcmp (name, nmt->name) == 0)
285 {
286 mt = nmt;
287 break;
288 }
289 }
290 return mt; 215 return mt;
216
217 return materialt;
291} 218}
292 219
293/* when doing transmutation of objects, we have to recheck the resistances, 220/* when doing transmutation of objects, we have to recheck the resistances,
294 * as some that did not apply previously, may apply now. 221 * as some that did not apply previously, may apply now.
295 */ 222 */
310 return; 237 return;
311 238
312 mt = name_to_material (op->materialname); 239 mt = name_to_material (op->materialname);
313 if (!mt) 240 if (!mt)
314 { 241 {
315 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);
316 return; 243 return;
317 } 244 }
318 245
319 for (j = 0; j < NROFATTACKS; j++) 246 for (j = 0; j < NROFATTACKS; j++)
320 if (op->resist[j] == 0 && change->resist[j] != 0) 247 if (op->resist[j] == 0 && change->resist[j] != 0)
344 271
345 if (nmt == NULL) 272 if (nmt == NULL)
346 { 273 {
347 lmt = NULL; 274 lmt = NULL;
348#ifndef NEW_MATERIAL_CODE 275#ifndef NEW_MATERIAL_CODE
349 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 276 for (mt = materialt; mt && mt->next; mt = mt->next)
350 { 277 {
351 if (op->material & mt->material) 278 if (op->materials & mt->material)
352 { 279 {
353 lmt = mt; 280 lmt = mt;
354 break; 281 break;
355 } 282 }
356 } 283 }
357 284
358#else 285#else
359 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 286 for (mt = materialt; mt && mt->next; mt = mt->next)
360 { 287 {
361 if (op->material & mt->material && rndm (1, 100) <= mt->chance && 288 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0)) 289 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
363 { 290 {
364 lmt = mt; 291 lmt = mt;
365 if (!(op->is_weapon () || op->is_armor ())) 292 if (!(op->is_weapon () || op->is_armor ()))
366 break; 293 break;
384 { 311 {
385 op->stats.dam += lmt->damage; 312 op->stats.dam += lmt->damage;
386 if (op->stats.dam < 1) 313 if (op->stats.dam < 1)
387 op->stats.dam = 1; 314 op->stats.dam = 1;
388 } 315 }
316
389 if (op->stats.sp && op->type == BOW) 317 if (op->stats.sp && op->type == BOW)
390 op->stats.sp += lmt->sp; 318 op->stats.sp += lmt->sp;
391 if (op->stats.wc && op->is_weapon ()) 319 if (op->stats.wc && op->is_weapon ())
392 op->stats.wc += lmt->wc; 320 op->stats.wc += lmt->wc;
393 if (op->is_armor ()) 321 if (op->is_armor ())
402 op->resist[j] = 100; 330 op->resist[j] = 100;
403 if (op->resist[j] < -100) 331 if (op->resist[j] < -100)
404 op->resist[j] = -100; 332 op->resist[j] = -100;
405 } 333 }
406 } 334 }
407 op->materialname = add_string (lmt->name); 335 op->materialname = lmt->name;
408 /* dont make it unstackable if it doesn't need to be */ 336 /* dont make it unstackable if it doesn't need to be */
409 if (op->is_weapon () || op->is_armor ()) 337 if (op->is_weapon () || op->is_armor ())
410 { 338 {
411 op->weight = (op->weight * lmt->weight) / 100; 339 op->weight = (op->weight * lmt->weight) / 100;
412 op->value = (op->value * lmt->value) / 100; 340 op->value = (op->value * lmt->value) / 100;
555fork_abort (const char *msg) 483fork_abort (const char *msg)
556{ 484{
557 if (!fork ()) 485 if (!fork ())
558 { 486 {
559 signal (SIGABRT, SIG_DFL); 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");
560 abort (); 491 abort ();
561 } 492 }
562 493
563 LOG (llevError, "fork abort: %s\n", msg); 494 LOG (llevError, "fork abort: %s\n", msg);
564} 495}
565 496
566void *salloc_ (int n) throw (std::bad_alloc) 497void *salloc_ (int n) throw (std::bad_alloc)
567{ 498{
499#ifdef PREFER_MALLOC
500 void *ptr = malloc (n);
501#else
568 void *ptr = g_slice_alloc (n); 502 void *ptr = g_slice_alloc (n);
503#endif
569 504
570 if (!ptr) 505 if (!ptr)
571 throw std::bad_alloc (); 506 throw std::bad_alloc ();
572 507
573 return ptr; 508 return ptr;
607 } 542 }
608 else 543 else
609 memcpy (dst, src, len + 1); 544 memcpy (dst, src, len + 1);
610} 545}
611 546
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
612tstamp now () 583tstamp now ()
613{ 584{
614 struct timeval tv; 585 struct timeval tv;
615 586
616 gettimeofday (&tv, 0); 587 gettimeofday (&tv, 0);
625 596
626 int diff = (b - a) & 7; 597 int diff = (b - a) & 7;
627 return diff <= 1 || diff >= 7; 598 return diff <= 1 || diff >= 7;
628} 599}
629 600
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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