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Comparing deliantra/server/common/button.C (file contents):
Revision 1.36 by root, Sun Jul 1 05:00:17 2007 UTC vs.
Revision 1.47 by root, Tue May 6 16:55:25 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software: you can redistribute it and/or modify 8 * Deliantra 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 3 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,
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, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 22 */
23 23
24#include <global.h> 24#include <global.h>
25#include <funcpoint.h>
26 25
27/* 26/*
28 * This code is no longer highly inefficient 8) 27 * This code is no longer highly inefficient 8)
29 */ 28 */
30 29
59 object *tmp = ol->ob; 58 object *tmp = ol->ob;
60 59
61 /* if the criteria isn't appropriate, don't do anything */ 60 /* if the criteria isn't appropriate, don't do anything */
62 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH)) 61 if (state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_PUSH))
63 continue; 62 continue;
63
64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE)) 64 if (!state && !QUERY_FLAG (tmp, FLAG_ACTIVATE_ON_RELEASE))
65 continue; 65 continue;
66 66
67 switch (tmp->type) 67 switch (tmp->type)
68 { 68 {
69 case GATE: 69 case GATE:
70 case HOLE: 70 case HOLE:
71 if (!tmp->active)
72 tmp->play_sound (tmp->sound
73 ? tmp->sound
74 : sound_find (tmp->type == GATE ? "trigger_gate" : "trigger_hole"));
71 tmp->value = tmp->stats.maxsp ? !state : state; 75 tmp->value = tmp->stats.maxsp ? !state : state;
72 tmp->set_speed (0.5); 76 tmp->set_speed (0.5);
73 break; 77 break;
74 78
75 case CF_HANDLE: 79 case CF_HANDLE:
78 break; 82 break;
79 83
80 case SIGN: 84 case SIGN:
81 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food) 85 if (!tmp->stats.food || tmp->last_eat < tmp->stats.food)
82 { 86 {
87 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_sign"));
83 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg); 88 new_info_map (NDI_UNIQUE | NDI_NAVY, tmp->map, tmp->msg);
84 if (tmp->stats.food) 89 if (tmp->stats.food)
85 tmp->last_eat++; 90 tmp->last_eat++;
86 } 91 }
87 break; 92 break;
88 93
89 case ALTAR: 94 case ALTAR:
95 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_altar"));
90 tmp->value = 1; 96 tmp->value = 1;
91 SET_ANIMATION (tmp, tmp->value); 97 SET_ANIMATION (tmp, tmp->value);
92 update_object (tmp, UP_OBJ_FACE); 98 update_object (tmp, UP_OBJ_FACE);
93 break; 99 break;
94 100
95 case BUTTON: 101 case BUTTON:
96 case PEDESTAL: 102 case PEDESTAL:
103 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_button"));
97 tmp->value = state; 104 tmp->value = state;
98 SET_ANIMATION (tmp, tmp->value); 105 SET_ANIMATION (tmp, tmp->value);
99 update_object (tmp, UP_OBJ_FACE); 106 update_object (tmp, UP_OBJ_FACE);
100 break; 107 break;
101 108
102 case MOOD_FLOOR: 109 case MOOD_FLOOR:
103 do_mood_floor (tmp, source); 110 do_mood_floor (tmp, source);
104 break; 111 break;
105 112
106 case TIMED_GATE: 113 case TIMED_GATE:
114 if (!tmp->active)
115 tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_gate"));
107 tmp->set_speed (tmp->arch->speed); 116 tmp->set_speed (tmp->arch->speed);
108 tmp->value = tmp->arch->value; 117 tmp->value = tmp->arch->value;
109 tmp->stats.sp = 1; 118 tmp->stats.sp = 1;
110 tmp->stats.hp = tmp->stats.maxhp; 119 tmp->stats.hp = tmp->stats.maxhp;
111 /* Handle multipart gates. We copy the value for the other parts 120 /* Handle multipart gates. We copy the value for the other parts
140 case CREATOR: 149 case CREATOR:
141 move_creator (tmp); 150 move_creator (tmp);
142 break; 151 break;
143 152
144 case TRIGGER_MARKER: 153 case TRIGGER_MARKER:
154 //tmp->play_sound (tmp->sound ? tmp->sound : sound_find ("trigger_marker"));
145 move_marker (tmp); 155 move_marker (tmp);
146 break; 156 break;
147 157
148 case DUPLICATOR: 158 case DUPLICATOR:
149 move_duplicator (tmp); 159 move_duplicator (tmp);
205 * button reacts to the (eventual) change of state. 215 * button reacts to the (eventual) change of state.
206 */ 216 */
207void 217void
208update_button (object *op) 218update_button (object *op)
209{ 219{
210 object *ab, *tmp, *head;
211 int tot, any_down = 0, old_value = op->value; 220 int any_down = 0, old_value = op->value;
212 oblinkpt *obp = 0; 221 oblinkpt *obp = 0;
213 objectlink *ol; 222 objectlink *ol;
214 223
215 obp = get_button_links (op); 224 obp = get_button_links (op);
216 /* LOG(llevDebug, "update_button: %s (%d)\n", op->name, op->count); */
217 if (obp) 225 if (obp)
218 for (ol = obp->link; ol; ol = ol->next) 226 for (ol = obp->link; ol; ol = ol->next)
219 { 227 {
220 if (!ol->ob) 228 if (!ol->ob)
221 { 229 {
222 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name); 230 LOG (llevDebug, "Internal error in update_button (%s).\n", &op->name);
223 continue; 231 continue;
224 } 232 }
225 233
226 tmp = ol->ob; 234 object *tmp = ol->ob;
235
227 if (tmp->type == BUTTON) 236 if (tmp->type == BUTTON)
228 { 237 {
238 sint32 total = 0;
239
229 for (ab = tmp->above, tot = 0; ab != NULL; ab = ab->above) 240 for (object *ab = tmp->above; ab; ab = ab->above)
230 /* Bug? The pedestal code below looks for the head of
231 * the object, this bit doesn't. I'd think we should check
232 * for head here also. Maybe it also makese sense to
233 * make the for ab=tmp->above loop common, and alter
234 * behaviour based on object within that loop?
235 */
236
237 /* Basically, if the move_type matches that on what the 241 /* Basically, if the move_type matches that on what the
238 * button wants, we count it. The second check is so that 242 * button wants, we count it. The second check is so that
239 * objects don't move (swords, etc) will count. Note that 243 * objects who don't move (swords, etc) will count. Note that
240 * this means that more work is needed to make buttons 244 * this means that more work is needed to make buttons
241 * that are only triggered by flying objects. 245 * that are only triggered by flying objects.
242 */ 246 */
243 if ((ab->move_type & tmp->move_on) || ab->move_type == 0) 247 if ((ab->move_type & tmp->move_on) || ab->move_type == 0)
244 tot += ab->weight * (ab->nrof ? ab->nrof : 1) + ab->carrying; 248 total += ab->head_ ()->total_weight ();
245 249
246 tmp->value = (tot >= tmp->weight) ? 1 : 0; 250 tmp->value = total >= tmp->weight;
247 if (tmp->value) 251
248 any_down = 1; 252 any_down = any_down || tmp->value;
249 } 253 }
250 else if (tmp->type == PEDESTAL) 254 else if (tmp->type == PEDESTAL)
251 { 255 {
252 tmp->value = 0; 256 tmp->value = 0;
257
253 for (ab = tmp->above; ab != NULL; ab = ab->above) 258 for (object *ab = tmp->above; ab; ab = ab->above)
254 { 259 {
255 head = ab->head_ (); 260 object *head = ab->head_ ();
261
256 /* Same note regarding move_type for buttons above apply here. */ 262 /* Same note regarding move_type for buttons above apply here. */
257 if (((head->move_type & tmp->move_on) || ab->move_type == 0) && 263 if (((ab->move_type & tmp->move_on) || ab->move_type == 0)
258 (head->race == tmp->slaying || 264 && (head->race == tmp->slaying
259 ((head->type == SPECIAL_KEY) && (head->slaying == tmp->slaying)) || 265 || (head->type == SPECIAL_KEY && head->slaying == tmp->slaying)
260 (!strcmp (tmp->slaying, "player") && head->type == PLAYER))) 266 || (tmp->slaying == shstr_player && head->type == PLAYER)))
261 tmp->value = 1; 267 tmp->value = 1;
262 } 268 }
263 269
264 if (tmp->value) 270 any_down = any_down || tmp->value;
265 any_down = 1;
266 } 271 }
267 } 272 }
273
268 if (any_down) /* If any other buttons were down, force this to remain down */ 274 if (any_down) /* If any other buttons were down, force this to remain down */
269 op->value = 1; 275 op->value = 1;
276
277 //LOG(llevDebug, "update_button: %s (%d, %d=%d)\n", &op->name, op->count, op->value, old_value);
270 278
271 /* If this button hasn't changed, don't do anything */ 279 /* If this button hasn't changed, don't do anything */
272 if (op->value != old_value) 280 if (op->value != old_value)
273 { 281 {
274 SET_ANIMATION (op, op->value); 282 SET_ANIMATION (op, op->value);
313 */ 321 */
314 322
315int 323int
316check_altar_sacrifice (const object *altar, const object *sacrifice) 324check_altar_sacrifice (const object *altar, const object *sacrifice)
317{ 325{
318 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE) && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED) && sacrifice->type != PLAYER) 326 if (!QUERY_FLAG (sacrifice, FLAG_ALIVE)
327 && !QUERY_FLAG (sacrifice, FLAG_IS_LINKED)
328 && sacrifice->type != PLAYER)
319 { 329 {
330 if (ARCH_SACRIFICE (altar) == shstr_money
331 && sacrifice->type == MONEY
332 && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
333 return 1;
334
320 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname 335 if ((ARCH_SACRIFICE (altar) == sacrifice->arch->archname
321 || ARCH_SACRIFICE (altar) == sacrifice->name 336 || ARCH_SACRIFICE (altar) == sacrifice->name
322 || ARCH_SACRIFICE (altar) == sacrifice->slaying 337 || ARCH_SACRIFICE (altar) == sacrifice->slaying
323 || (!strcmp (ARCH_SACRIFICE (altar), query_base_name (sacrifice, 0)))) 338 || strstr (query_base_name (sacrifice, 0), ARCH_SACRIFICE (altar)))
324 && NROF_SACRIFICE (altar) <= (sacrifice->nrof ? sacrifice->nrof : 1)) 339 && NROF_SACRIFICE (altar) <= sacrifice->number_of ())
325 return 1;
326
327 if (strcmp (ARCH_SACRIFICE (altar), "money") == 0
328 && sacrifice->type == MONEY && sacrifice->nrof * sacrifice->value >= NROF_SACRIFICE (altar))
329 return 1; 340 return 1;
330 } 341 }
331 342
332 return 0; 343 return 0;
333} 344}
357 return 0; 368 return 0;
358 369
359 /* check_altar_sacrifice should have already verified that enough money 370 /* check_altar_sacrifice should have already verified that enough money
360 * has been dropped. 371 * has been dropped.
361 */ 372 */
362 if (!strcmp (ARCH_SACRIFICE (altar), "money")) 373 if (ARCH_SACRIFICE (altar) == shstr_money)
363 { 374 {
364 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value; 375 int number = NROF_SACRIFICE (altar) / (*sacrifice)->value;
365 376
366 /* Round up any sacrifices. Altars don't make change either */ 377 /* Round up any sacrifices. Altars don't make change either */
367 if (NROF_SACRIFICE (altar) % (*sacrifice)->value) 378 if (NROF_SACRIFICE (altar) % (*sacrifice)->value)
368 number++; 379 number++;
369 380
370 *sacrifice = decrease_ob_nr (*sacrifice, number); 381 if (!(*sacrifice)->decrease (number))
382 *sacrifice = 0;
371 } 383 }
372 else 384 else
373 *sacrifice = decrease_ob_nr (*sacrifice, NROF_SACRIFICE (altar)); 385 if (!(*sacrifice)->decrease (NROF_SACRIFICE (altar)))
386 *sacrifice = 0;
374 387
375 if (altar->msg) 388 if (altar->msg)
376 new_info_map (NDI_BLACK, altar->map, altar->msg); 389 new_info_map (NDI_BLACK, altar->map, altar->msg);
377 390
378 return 1; 391 return 1;
415 int push = 0, tot = 0; 428 int push = 0, tot = 0;
416 int in_movement = op->stats.wc || op->speed; 429 int in_movement = op->stats.wc || op->speed;
417 430
418 switch (op->type) 431 switch (op->type)
419 { 432 {
420 case TRIGGER_BUTTON: 433 case TRIGGER_BUTTON:
421 if (op->weight > 0) 434 if (op->weight > 0)
422 { 435 {
423 if (cause) 436 if (cause)
424 { 437 {
425 for (tmp = op->above; tmp; tmp = tmp->above) 438 for (tmp = op->above; tmp; tmp = tmp->above)
426 /* Comment reproduced from update_buttons(): */ 439 /* Comment reproduced from update_buttons(): */
427 /* Basically, if the move_type matches that on what the 440 /* Basically, if the move_type matches that on what the
428 * button wants, we count it. The second check is so that 441 * button wants, we count it. The second check is so that
429 * objects that don't move (swords, etc) will count. Note that 442 * objects that don't move (swords, etc) will count. Note that
430 * this means that more work is needed to make buttons 443 * this means that more work is needed to make buttons
431 * that are only triggered by flying objects. 444 * that are only triggered by flying objects.
445 */
446 if ((tmp->move_type & op->move_on) || tmp->move_type == 0)
447 tot += tmp->head_ ()->total_weight ();
448
449 if (tot >= op->weight)
450 push = 1;
451
452 if (op->stats.ac == push)
453 return 0;
454
455 op->stats.ac = push;
456 if (NUM_ANIMATIONS (op) > 1)
457 {
458 SET_ANIMATION (op, push);
459 update_object (op, UP_OBJ_FACE);
460 }
461
462 if (in_movement || !push)
463 return 0;
464 }
465 trigger_move (op, push);
466 }
467
468 return 0;
469
470 case TRIGGER_PEDESTAL:
471 if (cause)
472 {
473 for (tmp = op->above; tmp; tmp = tmp->above)
474 {
475 object *head = tmp->head_ ();
476
477 /* See comment in TRIGGER_BUTTON about move_types */
478 if (((head->move_type & op->move_on) || head->move_type == 0)
479 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
480 {
481 push = 1;
482 break;
483 }
484 }
485
486 if (op->stats.ac == push)
487 return 0;
488
489 op->stats.ac = push;
490
491 if (NUM_ANIMATIONS (op) > 1)
492 {
493 SET_ANIMATION (op, push);
494 update_object (op, UP_OBJ_FACE);
495 }
496
497 update_object (op, UP_OBJ_FACE);
498
499 if (in_movement || !push)
500 return 0;
501 }
502
503 trigger_move (op, push);
504 return 0;
505
506 case TRIGGER_ALTAR:
507 if (cause)
508 {
509 if (in_movement)
510 return 0;
511
512 if (operate_altar (op, &cause))
513 {
514 if (NUM_ANIMATIONS (op) > 1)
515 {
516 SET_ANIMATION (op, 1);
517 update_object (op, UP_OBJ_FACE);
518 }
519
520 if (op->last_sp >= 0)
521 {
522 trigger_move (op, 1);
523 if (op->last_sp > 0)
524 op->last_sp = -op->last_sp;
525 }
526 else
527 {
528 /* for trigger altar with last_sp, the ON/OFF
529 * status (-> +/- value) is "simulated":
432 */ 530 */
433 531 op->value = !op->value;
434 if ((tmp->move_type & op->move_on) || tmp->move_type == 0) 532 trigger_move (op, 1);
435 { 533 op->last_sp = -op->last_sp;
436 tot += tmp->weight * (tmp->nrof ? tmp->nrof : 1) + tmp->carrying; 534 op->value = !op->value;
437 }
438 if (tot >= op->weight)
439 push = 1;
440 if (op->stats.ac == push)
441 return 0;
442 op->stats.ac = push;
443 if (NUM_ANIMATIONS (op) > 1)
444 {
445 SET_ANIMATION (op, push);
446 update_object (op, UP_OBJ_FACE);
447 } 535 }
448 if (in_movement || !push) 536
449 return 0; 537 return cause == NULL;
450 } 538 }
451 trigger_move (op, push);
452 } 539 else
453 return 0;
454
455 case TRIGGER_PEDESTAL:
456 if (cause)
457 {
458 for (tmp = op->above; tmp; tmp = tmp->above)
459 {
460 object *head = tmp->head_ ();
461
462 /* See comment in TRIGGER_BUTTON about move_types */
463 if (((head->move_type & op->move_on) || head->move_type == 0)
464 && (head->race == op->slaying || (!strcmp (op->slaying, "player") && head->type == PLAYER)))
465 {
466 push = 1;
467 break;
468 }
469 }
470
471 if (op->stats.ac == push)
472 return 0; 540 return 0;
473 541 }
474 op->stats.ac = push; 542 else
475 543 {
476 if (NUM_ANIMATIONS (op) > 1) 544 if (NUM_ANIMATIONS (op) > 1)
477 { 545 {
478 SET_ANIMATION (op, push); 546 SET_ANIMATION (op, 0);
479 update_object (op, UP_OBJ_FACE); 547 update_object (op, UP_OBJ_FACE);
480 } 548 }
481 549
482 update_object (op, UP_OBJ_FACE);
483
484 if (in_movement || !push)
485 return 0;
486 }
487
488 trigger_move (op, push);
489 return 0;
490
491 case TRIGGER_ALTAR:
492 if (cause)
493 {
494 if (in_movement)
495 return 0;
496
497 if (operate_altar (op, &cause))
498 {
499 if (NUM_ANIMATIONS (op) > 1)
500 {
501 SET_ANIMATION (op, 1);
502 update_object (op, UP_OBJ_FACE);
503 }
504
505 if (op->last_sp >= 0)
506 {
507 trigger_move (op, 1);
508 if (op->last_sp > 0)
509 op->last_sp = -op->last_sp;
510 }
511 else
512 {
513 /* for trigger altar with last_sp, the ON/OFF
514 * status (-> +/- value) is "simulated":
515 */
516 op->value = !op->value;
517 trigger_move (op, 1);
518 op->last_sp = -op->last_sp;
519 op->value = !op->value;
520 }
521
522 return cause == NULL;
523 }
524 else
525 return 0;
526 }
527 else
528 {
529 if (NUM_ANIMATIONS (op) > 1)
530 {
531 SET_ANIMATION (op, 0);
532 update_object (op, UP_OBJ_FACE);
533 }
534
535 /* If trigger_altar has "last_sp > 0" set on the map, 550 /* If trigger_altar has "last_sp > 0" set on the map,
536 * it will push the connected value only once per sacrifice. 551 * it will push the connected value only once per sacrifice.
537 * Otherwise (default), the connected value will be 552 * Otherwise (default), the connected value will be
538 * pushed twice: First by sacrifice, second by reset! -AV 553 * pushed twice: First by sacrifice, second by reset! -AV
539 */ 554 */
540 if (!op->last_sp) 555 if (!op->last_sp)
541 trigger_move (op, 0); 556 trigger_move (op, 0);
542 else 557 else
543 { 558 {
544 op->stats.wc = 0; 559 op->stats.wc = 0;
545 op->value = !op->value; 560 op->value = !op->value;
546 op->set_speed (0); 561 op->set_speed (0);
547 } 562 }
548 } 563 }
549 return 0; 564 return 0;
550 565
551 case TRIGGER: 566 case TRIGGER:
552 if (cause) 567 if (cause)
553 { 568 {
554 if (in_movement) 569 if (in_movement)
555 return 0; 570 return 0;
556 571
557 push = 1; 572 push = 1;
558 } 573 }
559 574
560 if (NUM_ANIMATIONS (op) > 1) 575 if (NUM_ANIMATIONS (op) > 1)
561 { 576 {
562 SET_ANIMATION (op, push); 577 SET_ANIMATION (op, push);
563 update_object (op, UP_OBJ_FACE); 578 update_object (op, UP_OBJ_FACE);
564 } 579 }
565 580
566 trigger_move (op, push); 581 trigger_move (op, push);
567 return 1; 582 return 1;
568 583
569 default: 584 default:
570 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type); 585 LOG (llevDebug, "Unknown trigger type: %s (%d)\n", &op->name, op->type);
571 return 0; 586 return 0;
572 } 587 }
573} 588}
574 589
575void 590void
576add_button_link (object *button, maptile *map, int connected) 591add_button_link (object *button, maptile *map, int connected)
795 810
796 // FALL THROUGH 811 // FALL THROUGH
797 case 5: // kill all alives 812 case 5: // kill all alives
798 if (!tmp->flag [FLAG_PRECIOUS]) 813 if (!tmp->flag [FLAG_PRECIOUS])
799 { 814 {
800 get_archetype ("burnout")->insert_at (tmp, source); 815 archetype::get (shstr_burnout)->insert_at (tmp, source);
801 tmp->destroy (); 816 tmp->destroy ();
802 } 817 }
803 break; 818 break;
804 819
805 default: 820 default:
880 // and we have to set the value to 0 895 // and we have to set the value to 0
881 896
882 if (match && trig->last_sp) // match == having 897 if (match && trig->last_sp) // match == having
883 { 898 {
884 if (trig->last_heal) 899 if (trig->last_heal)
885 decrease_ob (match); 900 match->decrease ();
886 901
887 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left 902 trig->value = (pl == op ? 1 : 0); // 1 if matching player entered, and 0 if he left
888 push_button (trig); 903 push_button (trig);
889 } 904 }
890 else if (!match && !trig->last_sp) // match == not having 905 else if (!match && !trig->last_sp) // match == not having

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