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Comparing deliantra/server/common/utils.C (file contents):
Revision 1.37 by root, Mon Jan 15 02:39:40 2007 UTC vs.
Revision 1.61 by root, Tue Jul 10 05:51:37 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)
331void 258void
332set_materialname (object *op, int difficulty, materialtype_t *nmt) 259set_materialname (object *op, int difficulty, materialtype_t *nmt)
333{ 260{
334 materialtype_t *mt, *lmt; 261 materialtype_t *mt, *lmt;
335 262
336#ifdef NEW_MATERIAL_CODE
337 int j;
338#endif
339
340 if (op->materialname != NULL) 263 if (op->materialname != NULL)
341 return; 264 return;
342 265
343
344
345 if (nmt == NULL) 266 if (nmt == NULL)
346 { 267 {
347 lmt = NULL; 268 lmt = NULL;
348#ifndef NEW_MATERIAL_CODE 269
349 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next) 270 for (mt = materialt; mt && mt->next; mt = mt->next)
350 { 271 if (op->materials & mt->material && rndm (1, 100) <= mt->chance &&
351 if (op->material & mt->material) 272 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
352 { 273 {
353 lmt = mt; 274 lmt = mt;
275 if (!(op->is_weapon () || op->is_armor ()))
354 break; 276 break;
355 } 277 }
356 }
357
358#else
359 for (mt = materialt; mt != NULL && mt->next != NULL; mt = mt->next)
360 {
361 if (op->material & mt->material && rndm (1, 100) <= mt->chance &&
362 difficulty >= mt->difficulty && (op->magic >= mt->magic || mt->magic == 0))
363 {
364 lmt = mt;
365 if (!(op->is_weapon () || op->is_armor ()))
366 break;
367 }
368 }
369#endif
370 } 278 }
371 else 279 else
372 {
373 lmt = nmt; 280 lmt = nmt;
374 }
375 281
376 if (lmt != NULL) 282 if (lmt != NULL)
377 { 283 {
378#ifndef NEW_MATERIAL_CODE
379 op->materialname = lmt->name;
380 return;
381#else
382
383 if (op->stats.dam && op->is_weapon ()) 284 if (op->stats.dam && op->is_weapon ())
384 { 285 {
385 op->stats.dam += lmt->damage; 286 op->stats.dam += lmt->damage;
386 if (op->stats.dam < 1) 287 if (op->stats.dam < 1)
387 op->stats.dam = 1; 288 op->stats.dam = 1;
388 } 289 }
290
389 if (op->stats.sp && op->type == BOW) 291 if (op->stats.sp && op->type == BOW)
390 op->stats.sp += lmt->sp; 292 op->stats.sp += lmt->sp;
391 if (op->stats.wc && op->is_weapon ()) 293 if (op->stats.wc && op->is_weapon ())
392 op->stats.wc += lmt->wc; 294 op->stats.wc += lmt->wc;
393 if (op->is_armor ()) 295 if (op->is_armor ())
394 { 296 {
395 if (op->stats.ac) 297 if (op->stats.ac)
396 op->stats.ac += lmt->ac; 298 op->stats.ac += lmt->ac;
299
397 for (j = 0; j < NROFATTACKS; j++) 300 for (int j = 0; j < NROFATTACKS; j++)
398 if (op->resist[j] != 0) 301 if (op->resist[j] != 0)
399 { 302 {
400 op->resist[j] += lmt->mod[j]; 303 op->resist[j] += lmt->mod[j];
401 if (op->resist[j] > 100) 304 if (op->resist[j] > 100)
402 op->resist[j] = 100; 305 op->resist[j] = 100;
403 if (op->resist[j] < -100) 306 if (op->resist[j] < -100)
404 op->resist[j] = -100; 307 op->resist[j] = -100;
405 } 308 }
406 } 309 }
310
407 op->materialname = add_string (lmt->name); 311 op->materialname = lmt->name;
408 /* dont make it unstackable if it doesn't need to be */ 312 /* dont make it unstackable if it doesn't need to be */
409 if (op->is_weapon () || op->is_armor ()) 313 if (op->is_weapon () || op->is_armor ())
410 { 314 {
411 op->weight = (op->weight * lmt->weight) / 100; 315 op->weight = (op->weight * lmt->weight) / 100;
412 op->value = (op->value * lmt->value) / 100; 316 op->value = (op->value * lmt->value) / 100;
413 } 317 }
414#endif
415 } 318 }
416} 319}
417 320
418/* 321/*
419 * Strip out the media tags from a String. 322 * Strip out the media tags from a String.
552///////////////////////////////////////////////////////////////////////////// 455/////////////////////////////////////////////////////////////////////////////
553 456
554void 457void
555fork_abort (const char *msg) 458fork_abort (const char *msg)
556{ 459{
460 if (!fork ())
461 {
462 signal (SIGABRT, SIG_DFL);
463 // try to put corefiles into a subdirectory, if existing, to allow
464 // an administrator to reduce the I/O load.
465 chdir ("cores");
466 abort ();
467 }
468
557 LOG (llevError, "fork abort: %s\n", msg); 469 LOG (llevError, "fork abort: %s\n", msg);
558 if (!fork ())
559 {
560 signal (SIGABRT, SIG_DFL);
561 abort ();
562 }
563
564} 470}
471
565void *salloc_ (int n) throw (std::bad_alloc) 472void *salloc_ (int n) throw (std::bad_alloc)
566{ 473{
474#ifdef PREFER_MALLOC
475 void *ptr = malloc (n);
476#else
567 void *ptr = g_slice_alloc (n); 477 void *ptr = g_slice_alloc (n);
478#endif
568 479
569 if (!ptr) 480 if (!ptr)
570 throw std::bad_alloc (); 481 throw std::bad_alloc ();
571 482
572 return ptr; 483 return ptr;
606 } 517 }
607 else 518 else
608 memcpy (dst, src, len + 1); 519 memcpy (dst, src, len + 1);
609} 520}
610 521
522const std::string
523format (const char *format, ...)
524{
525 int len;
526
527 {
528 char buf[128];
529
530 va_list ap;
531 va_start (ap, format);
532 len = vsnprintf (buf, sizeof (buf), format, ap);
533 va_end (ap);
534
535 assert (len >= 0); // shield againstz broken vsnprintf's
536
537 // was our static buffer short enough?
538 if (len < sizeof (buf))
539 return std::string (buf, len);
540 }
541
542 {
543 // longer, try harder
544 char *buf = salloc<char> (len + 1);
545
546 va_list ap;
547 va_start (ap, format);
548 vsnprintf (buf, len + 1, format, ap);
549 va_end (ap);
550
551 const std::string s (buf, len);
552 sfree<char> (buf, len + 1);
553
554 return buf;
555 }
556}
557
611tstamp now () 558tstamp now ()
612{ 559{
613 struct timeval tv; 560 struct timeval tv;
614 561
615 gettimeofday (&tv, 0); 562 gettimeofday (&tv, 0);
624 571
625 int diff = (b - a) & 7; 572 int diff = (b - a) & 7;
626 return diff <= 1 || diff >= 7; 573 return diff <= 1 || diff >= 7;
627} 574}
628 575
576/* crc32 0xdebb20e3 table and supplementary functions. */
577extern const uint32_t crc_32_tab[256] =
578{
579 0x00000000UL, 0x77073096UL, 0xee0e612cUL, 0x990951baUL, 0x076dc419UL,
580 0x706af48fUL, 0xe963a535UL, 0x9e6495a3UL, 0x0edb8832UL, 0x79dcb8a4UL,
581 0xe0d5e91eUL, 0x97d2d988UL, 0x09b64c2bUL, 0x7eb17cbdUL, 0xe7b82d07UL,
582 0x90bf1d91UL, 0x1db71064UL, 0x6ab020f2UL, 0xf3b97148UL, 0x84be41deUL,
583 0x1adad47dUL, 0x6ddde4ebUL, 0xf4d4b551UL, 0x83d385c7UL, 0x136c9856UL,
584 0x646ba8c0UL, 0xfd62f97aUL, 0x8a65c9ecUL, 0x14015c4fUL, 0x63066cd9UL,
585 0xfa0f3d63UL, 0x8d080df5UL, 0x3b6e20c8UL, 0x4c69105eUL, 0xd56041e4UL,
586 0xa2677172UL, 0x3c03e4d1UL, 0x4b04d447UL, 0xd20d85fdUL, 0xa50ab56bUL,
587 0x35b5a8faUL, 0x42b2986cUL, 0xdbbbc9d6UL, 0xacbcf940UL, 0x32d86ce3UL,
588 0x45df5c75UL, 0xdcd60dcfUL, 0xabd13d59UL, 0x26d930acUL, 0x51de003aUL,
589 0xc8d75180UL, 0xbfd06116UL, 0x21b4f4b5UL, 0x56b3c423UL, 0xcfba9599UL,
590 0xb8bda50fUL, 0x2802b89eUL, 0x5f058808UL, 0xc60cd9b2UL, 0xb10be924UL,
591 0x2f6f7c87UL, 0x58684c11UL, 0xc1611dabUL, 0xb6662d3dUL, 0x76dc4190UL,
592 0x01db7106UL, 0x98d220bcUL, 0xefd5102aUL, 0x71b18589UL, 0x06b6b51fUL,
593 0x9fbfe4a5UL, 0xe8b8d433UL, 0x7807c9a2UL, 0x0f00f934UL, 0x9609a88eUL,
594 0xe10e9818UL, 0x7f6a0dbbUL, 0x086d3d2dUL, 0x91646c97UL, 0xe6635c01UL,
595 0x6b6b51f4UL, 0x1c6c6162UL, 0x856530d8UL, 0xf262004eUL, 0x6c0695edUL,
596 0x1b01a57bUL, 0x8208f4c1UL, 0xf50fc457UL, 0x65b0d9c6UL, 0x12b7e950UL,
597 0x8bbeb8eaUL, 0xfcb9887cUL, 0x62dd1ddfUL, 0x15da2d49UL, 0x8cd37cf3UL,
598 0xfbd44c65UL, 0x4db26158UL, 0x3ab551ceUL, 0xa3bc0074UL, 0xd4bb30e2UL,
599 0x4adfa541UL, 0x3dd895d7UL, 0xa4d1c46dUL, 0xd3d6f4fbUL, 0x4369e96aUL,
600 0x346ed9fcUL, 0xad678846UL, 0xda60b8d0UL, 0x44042d73UL, 0x33031de5UL,
601 0xaa0a4c5fUL, 0xdd0d7cc9UL, 0x5005713cUL, 0x270241aaUL, 0xbe0b1010UL,
602 0xc90c2086UL, 0x5768b525UL, 0x206f85b3UL, 0xb966d409UL, 0xce61e49fUL,
603 0x5edef90eUL, 0x29d9c998UL, 0xb0d09822UL, 0xc7d7a8b4UL, 0x59b33d17UL,
604 0x2eb40d81UL, 0xb7bd5c3bUL, 0xc0ba6cadUL, 0xedb88320UL, 0x9abfb3b6UL,
605 0x03b6e20cUL, 0x74b1d29aUL, 0xead54739UL, 0x9dd277afUL, 0x04db2615UL,
606 0x73dc1683UL, 0xe3630b12UL, 0x94643b84UL, 0x0d6d6a3eUL, 0x7a6a5aa8UL,
607 0xe40ecf0bUL, 0x9309ff9dUL, 0x0a00ae27UL, 0x7d079eb1UL, 0xf00f9344UL,
608 0x8708a3d2UL, 0x1e01f268UL, 0x6906c2feUL, 0xf762575dUL, 0x806567cbUL,
609 0x196c3671UL, 0x6e6b06e7UL, 0xfed41b76UL, 0x89d32be0UL, 0x10da7a5aUL,
610 0x67dd4accUL, 0xf9b9df6fUL, 0x8ebeeff9UL, 0x17b7be43UL, 0x60b08ed5UL,
611 0xd6d6a3e8UL, 0xa1d1937eUL, 0x38d8c2c4UL, 0x4fdff252UL, 0xd1bb67f1UL,
612 0xa6bc5767UL, 0x3fb506ddUL, 0x48b2364bUL, 0xd80d2bdaUL, 0xaf0a1b4cUL,
613 0x36034af6UL, 0x41047a60UL, 0xdf60efc3UL, 0xa867df55UL, 0x316e8eefUL,
614 0x4669be79UL, 0xcb61b38cUL, 0xbc66831aUL, 0x256fd2a0UL, 0x5268e236UL,
615 0xcc0c7795UL, 0xbb0b4703UL, 0x220216b9UL, 0x5505262fUL, 0xc5ba3bbeUL,
616 0xb2bd0b28UL, 0x2bb45a92UL, 0x5cb36a04UL, 0xc2d7ffa7UL, 0xb5d0cf31UL,
617 0x2cd99e8bUL, 0x5bdeae1dUL, 0x9b64c2b0UL, 0xec63f226UL, 0x756aa39cUL,
618 0x026d930aUL, 0x9c0906a9UL, 0xeb0e363fUL, 0x72076785UL, 0x05005713UL,
619 0x95bf4a82UL, 0xe2b87a14UL, 0x7bb12baeUL, 0x0cb61b38UL, 0x92d28e9bUL,
620 0xe5d5be0dUL, 0x7cdcefb7UL, 0x0bdbdf21UL, 0x86d3d2d4UL, 0xf1d4e242UL,
621 0x68ddb3f8UL, 0x1fda836eUL, 0x81be16cdUL, 0xf6b9265bUL, 0x6fb077e1UL,
622 0x18b74777UL, 0x88085ae6UL, 0xff0f6a70UL, 0x66063bcaUL, 0x11010b5cUL,
623 0x8f659effUL, 0xf862ae69UL, 0x616bffd3UL, 0x166ccf45UL, 0xa00ae278UL,
624 0xd70dd2eeUL, 0x4e048354UL, 0x3903b3c2UL, 0xa7672661UL, 0xd06016f7UL,
625 0x4969474dUL, 0x3e6e77dbUL, 0xaed16a4aUL, 0xd9d65adcUL, 0x40df0b66UL,
626 0x37d83bf0UL, 0xa9bcae53UL, 0xdebb9ec5UL, 0x47b2cf7fUL, 0x30b5ffe9UL,
627 0xbdbdf21cUL, 0xcabac28aUL, 0x53b39330UL, 0x24b4a3a6UL, 0xbad03605UL,
628 0xcdd70693UL, 0x54de5729UL, 0x23d967bfUL, 0xb3667a2eUL, 0xc4614ab8UL,
629 0x5d681b02UL, 0x2a6f2b94UL, 0xb40bbe37UL, 0xc30c8ea1UL, 0x5a05df1bUL,
630 0x2d02ef8dL
631};
632
633

Diff Legend

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