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(Generate patch)

Comparing deliantra/server/common/object.C (file contents):
Revision 1.296 by root, Fri Nov 6 13:31:47 2009 UTC vs.
Revision 1.317 by root, Fri Apr 2 03:41:24 2010 UTC

1/* 1/*
2 * This file is part of Deliantra, the Roguelike Realtime MMORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2001,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * option) any later version. 11 * option) any later version.
26#include <stdio.h> 26#include <stdio.h>
27#include <sys/types.h> 27#include <sys/types.h>
28#include <sys/uio.h> 28#include <sys/uio.h>
29#include <object.h> 29#include <object.h>
30#include <sproto.h> 30#include <sproto.h>
31#include <loader.h>
32 31
33#include <bitset> 32#include <bitset>
34 33
35UUID UUID::cur; 34UUID UUID::cur;
36static uint64_t seq_next_save; 35static uint64_t seq_next_save;
77 CALL_CALL ("cf::write_uuid", G_DISCARD); 76 CALL_CALL ("cf::write_uuid", G_DISCARD);
78 CALL_END; 77 CALL_END;
79} 78}
80 79
81static void 80static void
82read_uuid (void) 81read_uuid ()
83{ 82{
84 char filename[MAX_BUF]; 83 char filename[MAX_BUF];
85 84
86 sprintf (filename, "%s/uuid", settings.localdir); 85 sprintf (filename, "%s/uuid", settings.localdir);
87 86
101 100
102 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename); 101 LOG (llevError, "FATAL: cannot open %s for reading!\n", filename);
103 _exit (1); 102 _exit (1);
104 } 103 }
105 104
106 UUID::BUF buf; 105 char buf [UUID::MAX_LEN];
107 buf[0] = 0; 106 buf[0] = 0;
108 fgets (buf, sizeof (buf), fp); 107 fgets (buf, sizeof (buf), fp);
109 108
110 if (!UUID::cur.parse (buf)) 109 if (!UUID::cur.parse (buf))
111 { 110 {
138 137
139void 138void
140UUID::init () 139UUID::init ()
141{ 140{
142 read_uuid (); 141 read_uuid ();
142}
143
144bool
145UUID::parse (const char *s)
146{
147 if (*s++ != '<' || *s++ != '1' || *s++ != '.')
148 return false;
149
150 seq = 0;
151
152 while (*s != '>')
153 {
154 if (*s < '0')
155 return false;
156
157 // this gives nice branchless code with gcc
158 assert ('0' < 'a' && '0' == 48 && 'a' == 97);
159 int digit = (*s + (*s & 0x40 ? 9 : 0)) & 15;
160
161 seq = (seq << 4) | digit;
162
163 ++s;
164 }
165
166 return true;
167}
168
169char *
170UUID::append (char *buf) const
171{
172 *buf++ = '<';
173 *buf++ = '1';
174 *buf++ = '.';
175
176 uint64_t seq = this->seq;
177 const int bits = 64;
178 char nz = 0;
179 static const char tohex [] = "0123456789abcdef";
180
181 // assert (len >= 3 + bits / 4 + 1 + 1);
182 for (int i = bits / 4; --i; )
183 {
184 uint8_t digit = seq >> (bits - 4);
185
186 *buf = tohex [digit];
187 nz |= digit;
188 buf += nz ? 1 : 0;
189 seq <<= 4;
190 }
191
192 // last digit is special - always emit
193 uint8_t digit = seq >> (bits - 4);
194 *buf++ = tohex [digit];
195
196 *buf++ = '>';
197
198 return buf;
199}
200
201char *
202UUID::c_str () const
203{
204 static char buf [MAX_LEN];
205 *append (buf) = 0;
206 return buf;
143} 207}
144 208
145/* Returns TRUE if every key_values in wants has a partner with the same value in has. */ 209/* Returns TRUE if every key_values in wants has a partner with the same value in has. */
146static bool 210static bool
147compare_ob_value_lists_one (const object *wants, const object *has) 211compare_ob_value_lists_one (const object *wants, const object *has)
183 * Improvements made with merge: Better checking on potion, and also 247 * Improvements made with merge: Better checking on potion, and also
184 * check weight 248 * check weight
185 */ 249 */
186bool object::can_merge_slow (object *ob1, object *ob2) 250bool object::can_merge_slow (object *ob1, object *ob2)
187{ 251{
188 /* A couple quicksanity checks */ 252 /* A couple quick sanity checks */
189 if (ob1 == ob2 253 if (ob1 == ob2
190 || ob1->type != ob2->type 254 || ob1->type != ob2->type
191 || ob1->speed != ob2->speed
192 || ob1->value != ob2->value 255 || ob1->value != ob2->value
193 || ob1->name != ob2->name) 256 || ob1->name != ob2->name
257 || fabs (ob1->speed - ob2->speed) >= MIN_ACTIVE_SPEED)
194 return 0; 258 return 0;
195 259
196 /* Do not merge objects if nrof would overflow, assume nrof 260 /* Do not merge objects if nrof would overflow, assume nrof
197 * is always 0 .. 2**31-1 */ 261 * is always 0 .. 2**31-1 */
198 if (ob1->nrof > 0x7fffffff - ob2->nrof) 262 if (ob1->nrof > 0x7fffffff - ob2->nrof)
219 || ob1->magic != ob2->magic 283 || ob1->magic != ob2->magic
220 || ob1->slaying != ob2->slaying 284 || ob1->slaying != ob2->slaying
221 || ob1->skill != ob2->skill 285 || ob1->skill != ob2->skill
222 || ob1->value != ob2->value 286 || ob1->value != ob2->value
223 || ob1->animation_id != ob2->animation_id 287 || ob1->animation_id != ob2->animation_id
224 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependent on each other 288 || (ob1->face != ob2->face && !ob1->animation_id) // face and animation are dependend on each other
225 || ob1->client_type != ob2->client_type 289 || ob1->client_type != ob2->client_type
226 || ob1->materialname != ob2->materialname 290 || ob1->material != ob2->material
227 || ob1->lore != ob2->lore 291 || ob1->lore != ob2->lore
228 || ob1->subtype != ob2->subtype 292 || ob1->subtype != ob2->subtype
229 || ob1->move_type != ob2->move_type 293 || ob1->move_type != ob2->move_type
230 || ob1->move_block != ob2->move_block 294 || ob1->move_block != ob2->move_block
231 || ob1->move_allow != ob2->move_allow 295 || ob1->move_allow != ob2->move_allow
232 || ob1->move_on != ob2->move_on 296 || ob1->move_on != ob2->move_on
233 || ob1->move_off != ob2->move_off 297 || ob1->move_off != ob2->move_off
234 || ob1->move_slow != ob2->move_slow 298 || ob1->move_slow != ob2->move_slow
235 || ob1->move_slow_penalty != ob2->move_slow_penalty 299 || fabs (ob1->move_slow_penalty - ob2->move_slow_penalty) >= (1.f / 1024.f)
236 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) 300 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats))) 301 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats)))
238 return 0; 302 return 0;
239 303
240 if ((ob1->flag ^ ob2->flag) 304 if ((ob1->flag ^ ob2->flag)
456 520
457 return 0; 521 return 0;
458} 522}
459 523
460/* 524/*
525 * Returns the object which has the uuid equal to the argument.
526 * MOAR VERRRY slow.
527 */
528
529object *
530find_object_uuid (UUID i)
531{
532 for_all_objects (op)
533 if (op->uuid == i)
534 return op;
535
536 return 0;
537}
538
539/*
461 * Returns the first object which has a name equal to the argument. 540 * Returns the first object which has a name equal to the argument.
462 * Used only by the patch command, but not all that useful. 541 * Used only by the patch command, but not all that useful.
463 * Enables features like "patch <name-of-other-player> food 999" 542 * Enables features like "patch <name-of-other-player> food 999"
464 */ 543 */
465object * 544object *
518object::change_weapon (object *ob) 597object::change_weapon (object *ob)
519{ 598{
520 if (current_weapon == ob) 599 if (current_weapon == ob)
521 return true; 600 return true;
522 601
523 if (chosen_skill) 602 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
524 chosen_skill->flag [FLAG_APPLIED] = false;
525
526 current_weapon = ob;
527 chosen_skill = !ob || ob->type == SKILL ? ob : find_skill_by_name (this, ob->skill);
528
529 if (chosen_skill)
530 chosen_skill->flag [FLAG_APPLIED] = true;
531
532 update_stats ();
533
534 if (ob)
535 {
536 // now check wether any body locations became invalid, in which case
537 // we cannot apply the weapon at the moment.
538 for (int i = 0; i < NUM_BODY_LOCATIONS; ++i)
539 if (slot[i].used < 0)
540 {
541 current_weapon = chosen_skill = 0;
542 update_stats ();
543
544 new_draw_info_format (NDI_UNIQUE, 0, this,
545 "You try to balance all your items at once, "
546 "but the %s is just too much for your body. "
547 "[You need to unapply some items first - use the 'body' command to see "
548 "how many items you cna wera on a specific body part.]", &ob->name);
549 return false;
550 }
551
552 //new_draw_info_format (NDI_UNIQUE, 0, this, "You switch to your %s.", &ob->name);
553 } 603 {
554 else 604 manual_apply (this, current_weapon, AP_UNAPPLY);
555 ;//new_draw_info_format (NDI_UNIQUE, 0, this, "You unwield your weapons.");
556 605
557 if (ob && !ob->flag [FLAG_APPLIED] && ob->type != SPELL) 606 if (current_weapon && !current_weapon->flag [FLAG_APPLIED])//D
558 { 607 LOG (llevError, "FATAL: did not clear current_weapon (%s)\n", current_weapon->debug_desc ());
559 LOG (llevError | logBacktrace, "%s changed to unapplied weapon %s", 608
560 &name, ob->debug_desc ()); 609 if (current_weapon && current_weapon->flag [FLAG_APPLIED])
561 return false; 610 return false;
611 }
612
613 current_weapon = 0;
614
615 if (ob && !ob->flag [FLAG_APPLIED])
616 {
617 manual_apply (this, ob, AP_APPLY);
618
619 if (ob->flag [FLAG_APPLIED])
620 current_weapon = ob;
621 else
622 return false;
562 } 623 }
563 624
564 return true; 625 return true;
565} 626}
566 627
622 tail = new_link; 683 tail = new_link;
623 } 684 }
624 } 685 }
625 } 686 }
626 687
627 if (speed < 0)
628 dst->speed_left -= rndm ();
629
630 dst->activate (); 688 dst->activate ();
631} 689}
632 690
633void 691void
634object::instantiate () 692object::instantiate ()
635{ 693{
636 if (!uuid.seq) // HACK 694 if (!uuid.seq) // HACK
637 uuid = UUID::gen (); 695 uuid = UUID::gen ();
638 696
697 // TODO: unclean state changes, should nt be done in copy_to AND instantiate
698 if (flag [FLAG_RANDOM_SPEED] && speed)
699 speed_left = - speed - rndm (); // TODO animation
700 else
639 speed_left = -0.1f; 701 speed_left = -1.;
702
640 /* copy the body_info to the body_used - this is only really 703 /* copy the body_info to the body_used - this is only really
641 * need for monsters, but doesn't hurt to do it for everything. 704 * need for monsters, but doesn't hurt to do it for everything.
642 * by doing so, when a monster is created, it has good starting 705 * by doing so, when a monster is created, it has good starting
643 * values for the body_used info, so when items are created 706 * values for the body_used info, so when items are created
644 * for it, they can be properly equipped. 707 * for it, they can be properly equipped.
652object * 715object *
653object::clone () 716object::clone ()
654{ 717{
655 object *neu = create (); 718 object *neu = create ();
656 copy_to (neu); 719 copy_to (neu);
720
721 // TODO: unclean state changes, should not be done in clone AND instantiate
722 if (neu->flag [FLAG_RANDOM_SPEED] && neu->speed)
723 neu->speed_left = - neu->speed - rndm (); // TODO animation
724
657 neu->map = map; // not copied by copy_to 725 neu->map = map; // not copied by copy_to
658 return neu; 726 return neu;
659} 727}
660 728
661/* 729/*
679 * This function needs to be called whenever the speed of an object changes. 747 * This function needs to be called whenever the speed of an object changes.
680 */ 748 */
681void 749void
682object::set_speed (float speed) 750object::set_speed (float speed)
683{ 751{
684 if (flag [FLAG_FREED] && speed)
685 {
686 LOG (llevError, "Object %s is freed but has speed.\n", &name);
687 speed = 0;
688 }
689
690 this->speed = speed; 752 this->speed = speed;
691 753
692 if (has_active_speed ()) 754 if (has_active_speed ())
693 activate (); 755 activate ();
694 else 756 else
744 806
745 if (!(m.flags_ & P_UPTODATE)) 807 if (!(m.flags_ & P_UPTODATE))
746 /* nop */; 808 /* nop */;
747 else if (action == UP_OBJ_INSERT) 809 else if (action == UP_OBJ_INSERT)
748 { 810 {
811#if 0
749 // this is likely overkill, TODO: revisit (schmorp) 812 // this is likely overkill, TODO: revisit (schmorp)
750 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 813 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
751 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC)) 814 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
752 || (op->is_player () && !(m.flags_ & P_PLAYER)) 815 || (op->is_player () && !(m.flags_ & P_PLAYER))
753 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE)) 816 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
758 || (m.move_slow | op->move_slow) != m.move_slow 821 || (m.move_slow | op->move_slow) != m.move_slow
759 /* This isn't perfect, but I don't expect a lot of objects to 822 /* This isn't perfect, but I don't expect a lot of objects to
760 * have move_allow right now. 823 * have move_allow right now.
761 */ 824 */
762 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 825 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
763 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
764 m.invalidate (); 826 m.invalidate ();
827#else
828 // the above is not strong enough a test to skip updating. los maybe? TODO (schmorp)
829 m.invalidate ();
830#endif
765 } 831 }
766 /* if the object is being removed, we can't make intelligent 832 /* if the object is being removed, we can't make intelligent
767 * decisions, because remove_ob can't really pass the object 833 * decisions, because remove_ob can't really pass the object
768 * that is being removed. 834 * that is being removed.
769 */ 835 */
781object::object () 847object::object ()
782{ 848{
783 SET_FLAG (this, FLAG_REMOVED); 849 SET_FLAG (this, FLAG_REMOVED);
784 850
785 //expmul = 1.0; declared const for the time being 851 //expmul = 1.0; declared const for the time being
786 face = blank_face; 852 face = blank_face;
853 material = MATERIAL_NULL;
787} 854}
788 855
789object::~object () 856object::~object ()
790{ 857{
791 unlink (); 858 unlink ();
1062 1129
1063 above = 0; 1130 above = 0;
1064 below = 0; 1131 below = 0;
1065 env = 0; 1132 env = 0;
1066 1133
1067 /* NO_FIX_PLAYER is set when a great many changes are being 1134 if (pl && pl->is_player ())
1068 * made to players inventory. If set, avoiding the call
1069 * to save cpu time.
1070 */ 1135 {
1071 if (pl) 1136 if (expect_false (pl->contr->combat_ob == this))
1072 if (pl->is_player () && (glow_radius || !QUERY_FLAG (pl, FLAG_NO_FIX_PLAYER)))
1073 { 1137 {
1074 pl->update_stats (); 1138 pl->apply (pl->contr->combat_ob, AP_UNAPPLY);
1139 pl->contr->combat_ob = 0;
1140 if (pl->contr->ranged_ob) pl->apply (pl->contr->ranged_ob);
1141 }
1075 1142
1143 if (expect_false (pl->contr->ranged_ob == this))
1144 {
1145 pl->apply (pl->contr->ranged_ob, AP_UNAPPLY);
1146 pl->contr->ranged_ob = 0;
1147 if (pl->contr->combat_ob) pl->apply (pl->contr->combat_ob);
1148 }
1149
1150 pl->contr->queue_stats_update ();
1151
1076 if (glow_radius && pl->is_on_map ()) 1152 if (expect_false (glow_radius) && pl->is_on_map ())
1077 update_all_los (pl->map, pl->x, pl->y); 1153 update_all_los (pl->map, pl->x, pl->y);
1078 } 1154 }
1079 } 1155 }
1080 else if (map) 1156 else if (map)
1081 { 1157 {
1082 map->dirty = true; 1158 map->dirty = true;
1083 mapspace &ms = this->ms (); 1159 mapspace &ms = this->ms ();
1203 1279
1204 object *prev = this; 1280 object *prev = this;
1205 1281
1206 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more) 1282 for (archetype *at = (archetype *)arch->more; at; at = (archetype *)at->more)
1207 { 1283 {
1208 object *op = arch_to_object (at); 1284 object *op = at->instance ();
1209 1285
1210 op->name = name; 1286 op->name = name;
1211 op->name_pl = name_pl; 1287 op->name_pl = name_pl;
1212 op->title = title; 1288 op->title = title;
1213 1289
1251 * Passing 0 for flag gives proper default values, so flag really only needs 1327 * Passing 0 for flag gives proper default values, so flag really only needs
1252 * to be set if special handling is needed. 1328 * to be set if special handling is needed.
1253 * 1329 *
1254 * Return value: 1330 * Return value:
1255 * new object if 'op' was merged with other object 1331 * new object if 'op' was merged with other object
1256 * NULL if 'op' was destroyed 1332 * NULL if there was an error (destroyed, blocked etc.)
1257 * just 'op' otherwise 1333 * just 'op' otherwise
1258 */ 1334 */
1259object * 1335object *
1260insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1336insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1261{ 1337{
1488 1564
1489 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above) 1565 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
1490 if (tmp->arch->archname == archname) /* same archetype */ 1566 if (tmp->arch->archname == archname) /* same archetype */
1491 tmp->destroy (); 1567 tmp->destroy ();
1492 1568
1493 object *tmp = arch_to_object (archetype::find (archname)); 1569 object *tmp = archetype::find (archname)->instance ();
1494 1570
1495 tmp->x = op->x; 1571 tmp->x = op->x;
1496 tmp->y = op->y; 1572 tmp->y = op->y;
1497 1573
1498 insert_ob_in_map (tmp, op->map, op, 0); 1574 insert_ob_in_map (tmp, op->map, op, 0);
1503{ 1579{
1504 if (where->env) 1580 if (where->env)
1505 return where->env->insert (this); 1581 return where->env->insert (this);
1506 else 1582 else
1507 return where->map->insert (this, where->x, where->y, originator, flags); 1583 return where->map->insert (this, where->x, where->y, originator, flags);
1584}
1585
1586// check whether we can put this into the map, respect max_volume, max_items
1587bool
1588object::can_drop_at (maptile *m, int x, int y, object *originator)
1589{
1590 mapspace &ms = m->at (x, y);
1591
1592 int items = ms.items ();
1593
1594 if (!items // testing !items ensures we can drop at least one item
1595 || (items < m->max_items
1596 && ms.volume () < m->max_volume))
1597 return true;
1598
1599 if (originator && originator->is_player ())
1600 originator->contr->failmsg (format (
1601 "No matter how hard you try, you just cannot put the %s here H<Try to remove some items from the floor first.>",
1602 query_name ()
1603 ));
1604
1605 return false;
1508} 1606}
1509 1607
1510/* 1608/*
1511 * decrease(object, number) decreases a specified number from 1609 * decrease(object, number) decreases a specified number from
1512 * the amount of an object. If the amount reaches 0, the object 1610 * the amount of an object. If the amount reaches 0, the object
1652 if (op->glow_radius && is_on_map ()) 1750 if (op->glow_radius && is_on_map ())
1653 { 1751 {
1654 update_stats (); 1752 update_stats ();
1655 update_all_los (map, x, y); 1753 update_all_los (map, x, y);
1656 } 1754 }
1657 else if (is_player () && !flag [FLAG_NO_FIX_PLAYER]) 1755 else if (is_player ())
1658 // if this is a player's inventory, update stats 1756 // if this is a player's inventory, update stats
1659 update_stats (); 1757 contr->queue_stats_update ();
1660 1758
1661 INVOKE_OBJECT (INSERT, this); 1759 INVOKE_OBJECT (INSERT, this);
1662 1760
1663 return op; 1761 return op;
1664} 1762}
2432{ 2530{
2433 return map ? map->region (x, y) 2531 return map ? map->region (x, y)
2434 : region::default_region (); 2532 : region::default_region ();
2435} 2533}
2436 2534
2437const materialtype_t *
2438object::dominant_material () const
2439{
2440 if (materialtype_t *mt = name_to_material (materialname))
2441 return mt;
2442
2443 return name_to_material (shstr_unknown);
2444}
2445
2446void 2535void
2447object::open_container (object *new_container) 2536object::open_container (object *new_container)
2448{ 2537{
2449 if (container == new_container) 2538 if (container == new_container)
2450 return; 2539 return;
2484 // TODO: this does not seem to serve any purpose anymore? 2573 // TODO: this does not seem to serve any purpose anymore?
2485#if 0 2574#if 0
2486 // insert the "Close Container" object. 2575 // insert the "Close Container" object.
2487 if (archetype *closer = new_container->other_arch) 2576 if (archetype *closer = new_container->other_arch)
2488 { 2577 {
2489 object *closer = arch_to_object (new_container->other_arch); 2578 object *closer = new_container->other_arch->instance ();
2490 closer->flag [FLAG_NO_MAP_SAVE] = 1; 2579 closer->flag [FLAG_NO_MAP_SAVE] = 1;
2491 new_container->insert (closer); 2580 new_container->insert (closer);
2492 } 2581 }
2493#endif 2582#endif
2494 2583
2600 2689
2601 insert (force); 2690 insert (force);
2602 } 2691 }
2603} 2692}
2604 2693
2694void object::change_move_type (MoveType mt)
2695{
2696 if (move_type == mt)
2697 return;
2698
2699 if (is_on_map ())
2700 {
2701 // we are on the map, so handle move_on/off effects
2702 remove ();
2703 move_type = mt;
2704 map->insert (this, x, y, this);
2705 }
2706 else
2707 move_type = mt;
2708}
2709

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