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Comparing deliantra/server/common/object.C (file contents):
Revision 1.96 by root, Sat Dec 30 10:16:10 2006 UTC vs.
Revision 1.112 by root, Mon Jan 8 14:11:04 2007 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 CrossFire, A Multiplayer game for X-windows
3 3
4 Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 Copyright (C) 1992 Frank Tore Johansen
6 7
7 This program is free software; you can redistribute it and/or modify 8 This program 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
36 37
37int nrofallocobjects = 0; 38int nrofallocobjects = 0;
38static UUID uuid; 39static UUID uuid;
39const uint64 UUID_SKIP = 1<<19; 40const uint64 UUID_SKIP = 1<<19;
40 41
41object *active_objects; /* List of active objects that need to be processed */ 42objectvec objects;
43activevec actives;
42 44
43short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1, 45short freearr_x[SIZEOFFREE] = { 0, 0, 1, 1, 1, 0, -1, -1, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, -2, -2, -2, -1,
44 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1 46 0, 1, 2, 3, 3, 3, 3, 3, 3, 3, 2, 1, 0, -1, -2, -3, -3, -3, -3, -3, -3, -3, -2, -1
45}; 47};
46short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2, 48short freearr_y[SIZEOFFREE] = { 0, -1, -1, 0, 1, 1, 1, 0, -1, -2, -2, -2, -1, 0, 1, 2, 2, 2, 2, 2, 1, 0, -1, -2, -2,
276 278
277 /* Note sure why the following is the case - either the object has to 279 /* Note sure why the following is the case - either the object has to
278 * be animated or have a very low speed. Is this an attempted monster 280 * be animated or have a very low speed. Is this an attempted monster
279 * check? 281 * check?
280 */ 282 */
281 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && FABS ((ob1)->speed) > MIN_ACTIVE_SPEED) 283 if (!QUERY_FLAG (ob1, FLAG_ANIMATE) && ob1->has_active_speed ())
282 return 0; 284 return 0;
283 285
284 switch (ob1->type) 286 switch (ob1->type)
285 { 287 {
286 case SCROLL: 288 case SCROLL:
390} 392}
391 393
392/* 394/*
393 * Returns the object which has the count-variable equal to the argument. 395 * Returns the object which has the count-variable equal to the argument.
394 */ 396 */
395
396object * 397object *
397find_object (tag_t i) 398find_object (tag_t i)
398{ 399{
399 for (object *op = object::first; op; op = op->next) 400 for_all_objects (op)
400 if (op->count == i) 401 if (op->count == i)
401 return op; 402 return op;
402 403
403 return 0; 404 return 0;
404} 405}
405 406
406/* 407/*
407 * Returns the first object which has a name equal to the argument. 408 * Returns the first object which has a name equal to the argument.
408 * Used only by the patch command, but not all that useful. 409 * Used only by the patch command, but not all that useful.
409 * Enables features like "patch <name-of-other-player> food 999" 410 * Enables features like "patch <name-of-other-player> food 999"
410 */ 411 */
411
412object * 412object *
413find_object_name (const char *str) 413find_object_name (const char *str)
414{ 414{
415 shstr_cmp str_ (str); 415 shstr_cmp str_ (str);
416 object *op; 416 object *op;
417 417
418 for (op = object::first; op != NULL; op = op->next) 418 for_all_objects (op)
419 if (op->name == str_) 419 if (op->name == str_)
420 break; 420 break;
421 421
422 return op; 422 return op;
423} 423}
563 speed = 0; 563 speed = 0;
564 } 564 }
565 565
566 this->speed = speed; 566 this->speed = speed;
567 567
568 if (FABS (speed) > MIN_ACTIVE_SPEED) 568 if (has_active_speed ())
569 { 569 activate ();
570 /* If already on active list, don't do anything */
571 if (active_next || active_prev || this == active_objects)
572 return;
573
574 /* process_events() expects us to insert the object at the beginning
575 * of the list. */
576 active_next = active_objects;
577
578 if (active_next)
579 active_next->active_prev = this;
580
581 active_objects = this;
582 }
583 else 570 else
584 { 571 deactivate ();
585 /* If not on the active list, nothing needs to be done */
586 if (!active_next && !active_prev && this != active_objects)
587 return;
588
589 if (!active_prev)
590 {
591 active_objects = active_next;
592
593 if (active_next)
594 active_next->active_prev = 0;
595 }
596 else
597 {
598 active_prev->active_next = active_next;
599
600 if (active_next)
601 active_next->active_prev = active_prev;
602 }
603
604 active_next = 0;
605 active_prev = 0;
606 }
607} 572}
608 573
609/* 574/*
610 * update_object() updates the the map. 575 * update_object() updates the the map.
611 * It takes into account invisible objects (and represent squares covered 576 * It takes into account invisible objects (and represent squares covered
659 return; 624 return;
660 } 625 }
661 626
662 mapspace &m = op->ms (); 627 mapspace &m = op->ms ();
663 628
664 if (m.flags_ & P_NEED_UPDATE) 629 if (!(m.flags_ & P_UPTODATE))
665 /* nop */; 630 /* nop */;
666 else if (action == UP_OBJ_INSERT) 631 else if (action == UP_OBJ_INSERT)
667 { 632 {
668 // this is likely overkill, TODO: revisit (schmorp) 633 // this is likely overkill, TODO: revisit (schmorp)
669 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW)) 634 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
678 /* This isn't perfect, but I don't expect a lot of objects to 643 /* This isn't perfect, but I don't expect a lot of objects to
679 * to have move_allow right now. 644 * to have move_allow right now.
680 */ 645 */
681 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block 646 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
682 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp) 647 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
683 m.flags_ = P_NEED_UPDATE; 648 m.flags_ = 0;
684 } 649 }
685 /* if the object is being removed, we can't make intelligent 650 /* if the object is being removed, we can't make intelligent
686 * decisions, because remove_ob can't really pass the object 651 * decisions, because remove_ob can't really pass the object
687 * that is being removed. 652 * that is being removed.
688 */ 653 */
689 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 654 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
690 m.flags_ = P_NEED_UPDATE; 655 m.flags_ = 0;
691 else if (action == UP_OBJ_FACE) 656 else if (action == UP_OBJ_FACE)
692 /* Nothing to do for that case */ ; 657 /* Nothing to do for that case */ ;
693 else 658 else
694 LOG (llevError, "update_object called with invalid action: %d\n", action); 659 LOG (llevError, "update_object called with invalid action: %d\n", action);
695 660
696 if (op->more) 661 if (op->more)
697 update_object (op->more, action); 662 update_object (op->more, action);
698} 663}
699 664
700object::vector object::objects; // not yet used
701object *object::first; 665object *object::first;
702 666
703object::object () 667object::object ()
704{ 668{
705 SET_FLAG (this, FLAG_REMOVED); 669 SET_FLAG (this, FLAG_REMOVED);
711object::~object () 675object::~object ()
712{ 676{
713 free_key_values (this); 677 free_key_values (this);
714} 678}
715 679
680static int object_count;
681
716void object::link () 682void object::link ()
717{ 683{
718 count = ++ob_count; 684 assert (!index);//D
719 uuid = gen_uuid (); 685 uuid = gen_uuid ();
686 count = ++object_count;
720 687
721 prev = 0; 688 refcnt_inc ();
722 next = object::first; 689 objects.insert (this);
723
724 if (object::first)
725 object::first->prev = this;
726
727 object::first = this;
728} 690}
729 691
730void object::unlink () 692void object::unlink ()
731{ 693{
732 if (this == object::first) 694 assert (index);//D
733 object::first = next; 695 objects.erase (this);
734 696 refcnt_dec ();
735 /* Remove this object from the list of used objects */
736 if (prev) prev->next = next;
737 if (next) next->prev = prev;
738
739 prev = 0;
740 next = 0;
741} 697}
742 698
743void 699void
700object::activate ()
701{
702 /* If already on active list, don't do anything */
703 if (active)
704 return;
705
706 if (has_active_speed ())
707 actives.insert (this);
708}
709
710void
744object::activate (bool recursive) 711object::activate_recursive ()
745{ 712{
746 // uh, hack 713 activate ();
747 set_speed (speed);
748 714
749 if (recursive)
750 for (object *op = inv; op; op = op->above) 715 for (object *op = inv; op; op = op->below)
751 op->activate (1); 716 op->activate_recursive ();
752} 717}
753 718
754/* This function removes object 'op' from the list of active 719/* This function removes object 'op' from the list of active
755 * objects. 720 * objects.
756 * This should only be used for style maps or other such 721 * This should only be used for style maps or other such
758 * in play chewing up cpu time getting processed. 723 * in play chewing up cpu time getting processed.
759 * The reverse of this is to call update_ob_speed, which 724 * The reverse of this is to call update_ob_speed, which
760 * will do the right thing based on the speed of the object. 725 * will do the right thing based on the speed of the object.
761 */ 726 */
762void 727void
763object::deactivate (bool recursive) 728object::deactivate ()
764{ 729{
765 /* If not on the active list, nothing needs to be done */ 730 /* If not on the active list, nothing needs to be done */
766 if (!active_next && !active_prev && this != active_objects) 731 if (!active)
767 return; 732 return;
768 733
769 if (active_prev == 0) 734 actives.erase (this);
770 { 735}
771 active_objects = active_next;
772 if (active_next)
773 active_next->active_prev = 0;
774 }
775 else
776 {
777 active_prev->active_next = active_next;
778 if (active_next)
779 active_next->active_prev = active_prev;
780 }
781 736
782 active_next = 0; 737void
783 active_prev = 0; 738object::deactivate_recursive ()
784 739{
785 if (recursive)
786 for (object *op = inv; op; op = op->above) 740 for (object *op = inv; op; op = op->below)
741 op->deactivate_recursive ();
742
787 op->deactivate (1); 743 deactivate ();
744}
745
746void
747object::set_flag_inv (int flag, int value)
748{
749 for (object *op = inv; op; op = op->below)
750 {
751 op->flag [flag] = value;
752 op->set_flag_inv (flag, value);
753 }
788} 754}
789 755
790/* 756/*
791 * Remove and free all objects in the inventory of the given object. 757 * Remove and free all objects in the inventory of the given object.
792 * object.c ? 758 * object.c ?
825 791
826 if (op->flag [FLAG_STARTEQUIP] 792 if (op->flag [FLAG_STARTEQUIP]
827 || op->flag [FLAG_NO_DROP] 793 || op->flag [FLAG_NO_DROP]
828 || op->type == RUNE 794 || op->type == RUNE
829 || op->type == TRAP 795 || op->type == TRAP
830 || op->flag [FLAG_IS_A_TEMPLATE]) 796 || op->flag [FLAG_IS_A_TEMPLATE]
797 || op->flag [FLAG_DESTROY_ON_DEATH])
831 op->destroy (); 798 op->destroy ();
832 else 799 else
833 map->insert (op, x, y); 800 map->insert (op, x, y);
834 } 801 }
835 } 802 }
843} 810}
844 811
845void 812void
846object::do_destroy () 813object::do_destroy ()
847{ 814{
815 attachable::do_destroy ();
816
848 if (flag [FLAG_IS_LINKED]) 817 if (flag [FLAG_IS_LINKED])
849 remove_button_link (this); 818 remove_button_link (this);
850 819
851 if (flag [FLAG_FRIENDLY]) 820 if (flag [FLAG_FRIENDLY])
852 remove_friendly_object (this); 821 remove_friendly_object (this);
853 822
854 if (!flag [FLAG_REMOVED]) 823 if (!flag [FLAG_REMOVED])
855 remove (); 824 remove ();
856 825
857 if (flag [FLAG_FREED]) 826 destroy_inv (true);
858 return;
859 827
860 set_speed (0); 828 deactivate ();
829 unlink ();
861 830
862 flag [FLAG_FREED] = 1; 831 flag [FLAG_FREED] = 1;
863
864 attachable::do_destroy ();
865
866 destroy_inv (true);
867 unlink ();
868 832
869 // hack to ensure that freed objects still have a valid map 833 // hack to ensure that freed objects still have a valid map
870 { 834 {
871 static maptile *freed_map; // freed objects are moved here to avoid crashes 835 static maptile *freed_map; // freed objects are moved here to avoid crashes
872 836
877 freed_map->name = "/internal/freed_objects_map"; 841 freed_map->name = "/internal/freed_objects_map";
878 freed_map->width = 3; 842 freed_map->width = 3;
879 freed_map->height = 3; 843 freed_map->height = 3;
880 844
881 freed_map->alloc (); 845 freed_map->alloc ();
846 freed_map->in_memory = MAP_IN_MEMORY;
882 } 847 }
883 848
884 map = freed_map; 849 map = freed_map;
885 x = 1; 850 x = 1;
886 y = 1; 851 y = 1;
896 861
897 // clear those pointers that likely might have circular references to us 862 // clear those pointers that likely might have circular references to us
898 owner = 0; 863 owner = 0;
899 enemy = 0; 864 enemy = 0;
900 attacked_by = 0; 865 attacked_by = 0;
901
902 // only relevant for players(?), but make sure of it anyways
903 contr = 0;
904} 866}
905 867
906void 868void
907object::destroy (bool destroy_inventory) 869object::destroy (bool destroy_inventory)
908{ 870{
993 else if (map) 955 else if (map)
994 { 956 {
995 if (type == PLAYER) 957 if (type == PLAYER)
996 { 958 {
997 --map->players; 959 --map->players;
998 map->last_access = runtime; 960 map->touch ();
999 } 961 }
1000 962
963 map->dirty = true;
1001 964
1002 /* link the object above us */ 965 /* link the object above us */
1003 if (above) 966 if (above)
1004 above->below = below; 967 above->below = below;
1005 else 968 else
1078 } 1041 }
1079 1042
1080 /* last == NULL if there are no objects on this space */ 1043 /* last == NULL if there are no objects on this space */
1081 //TODO: this makes little sense, why only update the topmost object? 1044 //TODO: this makes little sense, why only update the topmost object?
1082 if (!last) 1045 if (!last)
1083 map->at (x, y).flags_ = P_NEED_UPDATE; 1046 map->at (x, y).flags_ = 0;
1084 else 1047 else
1085 update_object (last, UP_OBJ_REMOVE); 1048 update_object (last, UP_OBJ_REMOVE);
1086 1049
1087 if (flag [FLAG_BLOCKSVIEW] || glow_radius) 1050 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1088 update_all_los (map, x, y); 1051 update_all_los (map, x, y);
1209 { 1172 {
1210 /* The part may be on a different map. */ 1173 /* The part may be on a different map. */
1211 1174
1212 object *more = op->more; 1175 object *more = op->more;
1213 1176
1214 /* We really need the caller to normalize coordinates - if 1177 /* We really need the caller to normalise coordinates - if
1215 * we set the map, that doesn't work if the location is within 1178 * we set the map, that doesn't work if the location is within
1216 * a map and this is straddling an edge. So only if coordinate 1179 * a map and this is straddling an edge. So only if coordinate
1217 * is clear wrong do we normalize it. 1180 * is clear wrong do we normalise it.
1218 */ 1181 */
1219 if (OUT_OF_REAL_MAP (more->map, more->x, more->y)) 1182 if (OUT_OF_REAL_MAP (more->map, more->x, more->y))
1220 more->map = get_map_from_coord (m, &more->x, &more->y); 1183 more->map = get_map_from_coord (m, &more->x, &more->y);
1221 else if (!more->map) 1184 else if (!more->map)
1222 { 1185 {
1382 1345
1383 if (op->type == PLAYER) 1346 if (op->type == PLAYER)
1384 { 1347 {
1385 op->contr->do_los = 1; 1348 op->contr->do_los = 1;
1386 ++op->map->players; 1349 ++op->map->players;
1387 op->map->last_access = runtime; 1350 op->map->touch ();
1388 } 1351 }
1352
1353 op->map->dirty = true;
1389 1354
1390 /* If we have a floor, we know the player, if any, will be above 1355 /* If we have a floor, we know the player, if any, will be above
1391 * it, so save a few ticks and start from there. 1356 * it, so save a few ticks and start from there.
1392 */ 1357 */
1393 if (!(flag & INS_MAP_LOAD)) 1358 if (!(flag & INS_MAP_LOAD))
1399 * visible to others on this map. But update_all_los is really 1364 * visible to others on this map. But update_all_los is really
1400 * an inefficient way to do this, as it means los for all players 1365 * an inefficient way to do this, as it means los for all players
1401 * on the map will get recalculated. The players could very well 1366 * on the map will get recalculated. The players could very well
1402 * be far away from this change and not affected in any way - 1367 * be far away from this change and not affected in any way -
1403 * this should get redone to only look for players within range, 1368 * this should get redone to only look for players within range,
1404 * or just updating the P_NEED_UPDATE for spaces within this area 1369 * or just updating the P_UPTODATE for spaces within this area
1405 * of effect may be sufficient. 1370 * of effect may be sufficient.
1406 */ 1371 */
1407 if (op->map->darkness && (op->glow_radius != 0)) 1372 if (op->map->darkness && (op->glow_radius != 0))
1408 update_all_los (op->map, op->x, op->y); 1373 update_all_los (op->map, op->x, op->y);
1409 1374
1447{ 1412{
1448 object *tmp, *tmp1; 1413 object *tmp, *tmp1;
1449 1414
1450 /* first search for itself and remove any old instances */ 1415 /* first search for itself and remove any old instances */
1451 1416
1452 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1417 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
1453 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1418 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1454 tmp->destroy (); 1419 tmp->destroy ();
1455 1420
1456 tmp1 = arch_to_object (archetype::find (arch_string)); 1421 tmp1 = arch_to_object (archetype::find (arch_string));
1457 1422
1780 1745
1781 /* The objects have to be checked from top to bottom. 1746 /* The objects have to be checked from top to bottom.
1782 * Hence, we first go to the top: 1747 * Hence, we first go to the top:
1783 */ 1748 */
1784 1749
1785 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above) 1750 for (tmp = op->ms ().bot; tmp && tmp->above; tmp = tmp->above)
1786 { 1751 {
1787 /* Trim the search when we find the first other spell effect 1752 /* Trim the search when we find the first other spell effect
1788 * this helps performance so that if a space has 50 spell objects, 1753 * this helps performance so that if a space has 50 spell objects,
1789 * we don't need to check all of them. 1754 * we don't need to check all of them.
1790 */ 1755 */
1848 * The first matching object is returned, or NULL if none. 1813 * The first matching object is returned, or NULL if none.
1849 */ 1814 */
1850object * 1815object *
1851present_arch (const archetype *at, maptile *m, int x, int y) 1816present_arch (const archetype *at, maptile *m, int x, int y)
1852{ 1817{
1853 if (m == NULL || out_of_map (m, x, y)) 1818 if (!m || out_of_map (m, x, y))
1854 { 1819 {
1855 LOG (llevError, "Present_arch called outside map.\n"); 1820 LOG (llevError, "Present_arch called outside map.\n");
1856 return NULL; 1821 return NULL;
1857 } 1822 }
1858 1823
1859 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1824 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1860 if (tmp->arch == at) 1825 if (tmp->arch == at)
1861 return tmp; 1826 return tmp;
1862 1827
1863 return NULL; 1828 return NULL;
1864} 1829}
1875 { 1840 {
1876 LOG (llevError, "Present called outside map.\n"); 1841 LOG (llevError, "Present called outside map.\n");
1877 return NULL; 1842 return NULL;
1878 } 1843 }
1879 1844
1880 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1845 for (object *tmp = m->at (x, y).bot; tmp; tmp = tmp->above)
1881 if (tmp->type == type) 1846 if (tmp->type == type)
1882 return tmp; 1847 return tmp;
1883 1848
1884 return NULL; 1849 return NULL;
1885} 1850}
2610 } 2575 }
2611 else 2576 else
2612 item = item->env; 2577 item = item->env;
2613} 2578}
2614 2579
2580
2581const char *
2582object::flag_desc (char *desc, int len) const
2583{
2584 char *p = desc;
2585 bool first = true;
2586
2587 *p = 0;
2588
2589 for (int i = 0; i < NUM_FLAGS; i++)
2590 {
2591 if (len <= 10) // magic constant!
2592 {
2593 snprintf (p, len, ",...");
2594 break;
2595 }
2596
2597 if (flag [i])
2598 {
2599 int cnt = snprintf (p, len, "%s%d", first ? "" : ",", i);
2600 len -= cnt;
2601 p += cnt;
2602 first = false;
2603 }
2604 }
2605
2606 return desc;
2607}
2608
2615// return a suitable string describing an objetc in enough detail to find it 2609// return a suitable string describing an object in enough detail to find it
2616const char * 2610const char *
2617object::debug_desc (char *info) const 2611object::debug_desc (char *info) const
2618{ 2612{
2613 char flagdesc[512];
2619 char info2[256 * 3]; 2614 char info2[256 * 4];
2620 char *p = info; 2615 char *p = info;
2621 2616
2622 p += snprintf (p, 256, "%d=\"%s%s%s\"", 2617 p += snprintf (p, 512, "{cnt:%d,uuid:<1,%" PRIx64 ">,name:\"%s%s%s\",flags:[%s],type:%d}",
2623 count, 2618 count, uuid.seq,
2624 &name, 2619 &name,
2625 title ? " " : "", 2620 title ? "\",title:" : "",
2626 title ? (const char *)title : ""); 2621 title ? (const char *)title : "",
2622 flag_desc (flagdesc, 512), type);
2627 2623
2628 if (env) 2624 if (env)
2629 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2)); 2625 p += snprintf (p, 256, "(in %s)", env->debug_desc (info2));
2630 2626
2631 if (map) 2627 if (map)
2635} 2631}
2636 2632
2637const char * 2633const char *
2638object::debug_desc () const 2634object::debug_desc () const
2639{ 2635{
2640 static char info[256 * 3]; 2636 static char info[256 * 4];
2641 return debug_desc (info); 2637 return debug_desc (info);
2642} 2638}
2643 2639

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