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Comparing deliantra/server/include/object.h (file contents):
Revision 1.200 by root, Tue May 5 04:51:56 2009 UTC vs.
Revision 1.249 by root, Fri Apr 23 09:22:47 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 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * it under the terms of the GNU General Public License as published by 9 * the terms of the Affero GNU General Public License as published by the
10 * the Free Software Foundation, either version 3 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * (at your option) any later version. 11 * 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 Affero GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>.
20 * 21 *
21 * The authors can be reached via e-mail to <support@deliantra.net> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22 */ 23 */
23 24
24#ifndef OBJECT_H 25#ifndef OBJECT_H
25#define OBJECT_H 26#define OBJECT_H
26 27
27#include <bitset>
28
29#include "cfperl.h" 28#include "cfperl.h"
30#include "shstr.h" 29#include "shstr.h"
31 30
31//+GPL
32
32typedef int tag_t; 33typedef int tag_t;
33 34
35// also see common/item.C
34enum { 36enum
37{
35 body_skill, 38 body_skill,
36 body_combat, 39 body_combat,
37 body_range, 40 body_range,
38 body_shield, 41 body_shield,
39 body_arm, 42 body_arm,
47 body_wrist, 50 body_wrist,
48 body_waist, 51 body_waist,
49 NUM_BODY_LOCATIONS 52 NUM_BODY_LOCATIONS
50}; 53};
51 54
52enum slottype_t
53{
54 slot_none,
55 slot_combat,
56 slot_ranged,
57};
58
59/* See common/item.c */ 55/* See common/item.c */
60 56
61typedef struct Body_Locations 57typedef struct Body_Locations
62{ 58{
63 keyword save_name; /* Name used to load/save it to disk */ 59 keyword save_name; /* Name used to load/save it to disk */
67 63
68extern Body_Locations body_locations[NUM_BODY_LOCATIONS]; 64extern Body_Locations body_locations[NUM_BODY_LOCATIONS];
69 65
70#define NUM_COINS 4 /* number of coin types */ 66#define NUM_COINS 4 /* number of coin types */
71extern const char *const coins[NUM_COINS + 1]; 67extern const char *const coins[NUM_COINS + 1];
68
69// restart server when object_count reaches this value
70#define RESTART_COUNT 0xe0000000
72 71
73/* 72/*
74 * Each object (this also means archetypes!) could have a few of these 73 * Each object (this also means archetypes!) could have a few of these
75 * "dangling" from it; this could also end up containing 'parse errors'. 74 * "dangling" from it; this could also end up containing 'parse errors'.
76 * 75 *
84{ 83{
85 key_value *next; 84 key_value *next;
86 shstr key, value; 85 shstr key, value;
87}; 86};
88 87
88//-GPL
89
89struct UUID 90struct UUID
90{ 91{
91 uint64 seq; 92 uint64 seq;
93
94 enum { MAX_LEN = 3 + 16 + 1 + 1 }; // <1. + hex + > + \0
92 95
93 static UUID cur; // last uuid generated 96 static UUID cur; // last uuid generated
94 static void init (); 97 static void init ();
95 static UUID gen (); 98 static UUID gen ();
96 99
97 UUID () { } 100 UUID () { }
98 UUID (uint64 seq) : seq(seq) { } 101 UUID (uint64 seq) : seq(seq) { }
99 operator uint64() { return seq; } 102 operator uint64() { return seq; }
100 void operator =(uint64 seq) { this->seq = seq; } 103 void operator =(uint64 seq) { this->seq = seq; }
101 104
102 typedef char BUF [32];
103
104 bool parse (const char *s) 105 bool parse (const char *s);
105 { 106 char *append (char *buf) const;
106 return sscanf (s, "<1.%" SCNx64 ">", &seq) == 1;
107 }
108
109 const char *c_str (char *buf, int len) const
110 {
111 snprintf (buf, len, "<1.%" PRIx64 ">", seq);
112
113 return buf;
114 }
115
116 const char *c_str () const 107 char *c_str () const;
117 {
118 static BUF buf;
119
120 return c_str (buf, sizeof (buf));
121 }
122}; 108};
109
110//+GPL
123 111
124/* Definition for WILL_APPLY values. Replaces having harcoded values 112/* Definition for WILL_APPLY values. Replaces having harcoded values
125 * sprinkled in the code. Note that some of these also replace fields 113 * sprinkled in the code. Note that some of these also replace fields
126 * that were in the can_apply area. What is the point of having both 114 * that were in the can_apply area. What is the point of having both
127 * can_apply and will_apply? 115 * can_apply and will_apply?
132#define WILL_APPLY_DOOR 0x08 120#define WILL_APPLY_DOOR 0x08
133#define WILL_APPLY_FOOD 0x10 121#define WILL_APPLY_FOOD 0x10
134 122
135struct body_slot 123struct body_slot
136{ 124{
125 signed char used:4; /* Calculated value based on items equipped */
137 signed char info:4; /* body info as loaded from the file */ 126 signed char info:4; /* body info as loaded from the file */
138 signed char used:4; /* Calculated value based on items equipped */
139}; 127};
140 128
141typedef struct oblnk 129typedef struct oblnk
142{ /* Used to link together several objects */ 130{ /* Used to link together several objects */
143 object_ptr ob; 131 object_ptr ob;
173 flags_t flag; /* various flags */ 161 flags_t flag; /* various flags */
174#if FOR_PERL 162#if FOR_PERL
175 bool ACC (RW, flag[NUM_FLAGS]); 163 bool ACC (RW, flag[NUM_FLAGS]);
176#endif 164#endif
177 165
178 shstr ACC (RW, materialname); /* specific material name */ 166 materialtype_t *material; // What material this object consists of //TODO, make perl-accessible
179 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 167 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
180// materialtype_t *ACC (RW, material); /* What material this object consists of */
181 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 168 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
182 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 169 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
183 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 170 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
184 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */ 171 object_ptr ACC (RW, chosen_skill); /* the skill chosen to use */
185 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 172 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
188 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 175 arch_ptr ACC (RW, arch); /* Pointer to archetype */
189 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 176 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
190 177
191 float ACC (RW, speed); /* The overall speed of this object */ 178 float ACC (RW, speed); /* The overall speed of this object */
192 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 179 float ACC (RW, speed_left); /* How much speed is left to spend this round */
180
193 sint32 ACC (RW, nrof); /* How many of the objects */ 181 sint32 ACC (RW, nrof); /* How many of the objects */
194
195 /* This next big block is basically used for monsters and equipment */ 182 /* This next big block is basically used for monsters and equipment */
196 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 183 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
197 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */ 184 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
198 185
199 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 186 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
202 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 189 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
203 190
204 uint16 ACC (RW, materials); /* What materials this object consists of */ 191 uint16 ACC (RW, materials); /* What materials this object consists of */
205 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 192 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
206 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 193 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
207
208 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 194 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
195
209 /* Note that the last_.. values are sometimes used for non obvious 196 /* Note that the last_.. values are sometimes used for non obvious
210 * meanings by some objects, eg, sp penalty, permanent exp. 197 * meanings by some objects, eg, sp penalty, permanent exp.
211 */ 198 */
212 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 199 sint16 ACC (RW, last_heal); /* Last healed. Depends on constitution */
213 sint32 ACC (RW, last_sp); /* As last_heal, but for spell points */ 200 sint16 ACC (RW, last_sp); /* As last_heal, but for spell points */
214 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */ 201 sint16 ACC (RW, last_grace); /* as last_sp, except for grace */
215 sint16 ACC (RW, last_eat); /* How long since we last ate */ 202 sint16 ACC (RW, last_eat); /* How long since we last ate */
203
216 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 204 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
217 sint16 ACC (RW, level); /* Level of creature or object */ 205 sint16 ACC (RW, level); /* Level of creature or object */
218 206
219 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 207 uint8 ACC (RW, pick_up); /* See crossfire.doc */
220 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */ 208 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
221 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 209 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
222 uint8 ACC (RW, weapontype); /* type of weapon */ 210 uint8 ACC (RW, weapontype); /* type of weapon */
223 211
212 body_slot slot [NUM_BODY_LOCATIONS];
213
224 faceidx ACC (RW, face); /* the graphical face */ 214 faceidx ACC (RW, face); /* the graphical face */
225 215
226 faceidx ACC (RW, sound); /* the sound face */ 216 faceidx ACC (RW, sound); /* the sound face */
227 faceidx ACC (RW, sound_destroy); /* played on destroy */ 217 faceidx ACC (RW, sound_destroy); /* played on destroy */
228 218
229 body_slot slot [NUM_BODY_LOCATIONS];
230
231 sint32 ACC (RW, weight); /* Attributes of the object */ 219 sint32 ACC (RW, weight); /* Attributes of the object */
232 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 220 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
221
233 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */ 222 sint32 ACC (RW, carrying); /* How much weight this object contains, must be 0 if nrof == 0 */
223
234 sint64 ACC (RW, perm_exp); /* Permanent exp */ 224 sint64 ACC (RW, perm_exp); /* Permanent exp */
235 living ACC (RO, stats); /* Str, Con, Dex, etc */ 225 living ACC (RO, stats); /* Str, Con, Dex, etc */
236 /* See the pod/objects.pod for more info about body locations */ 226 /* See the pod/objects.pod for more info about body locations */
237 227
238 /* Following mostly refers to fields only used for monsters */ 228 /* Following mostly refers to fields only used for monsters */
239
240 /* allows different movement patterns for attackers */
241 sint32 ACC (RW, move_status); /* What stage in attack mode */
242 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
243 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
244 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
245 /* races/classes can need less/more exp to gain levels */
246 229
247 /* Spell related information, may be useful elsewhere 230 /* Spell related information, may be useful elsewhere
248 * Note that other fields are used - these files are basically 231 * Note that other fields are used - these files are basically
249 * only used in spells. 232 * only used in spells.
250 */ 233 */
251 sint16 ACC (RW, duration); /* How long the spell lasts */ 234 sint16 ACC (RW, duration); /* How long the spell lasts */
252 sint16 ACC (RW, casting_time);/* time left before spell goes off */ 235 uint8 ACC (RW, casting_time); /* time left before spell goes off */
253
254 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 236 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
237
255 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 238 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
256 sint8 ACC (RW, range); /* Range of the spell */ 239 sint8 ACC (RW, range); /* Range of the spell */
257 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 240 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
241 sint8 ACC (RW, item_power); /* power rating of the object */
258 242
243 uint8 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
259 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 244 MoveType ACC (RW, move_type); /* Type of movement this object uses */
260 MoveType ACC (RW, move_block);/* What movement types this blocks */ 245 MoveType ACC (RW, move_block);/* What movement types this blocks */
261 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 246 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
247
262 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 248 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
263
264 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 249 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
265 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 250 MoveType ACC (RW, move_slow); /* Movement types this slows down */
266 251
267 sint8 ACC (RW, item_power); /* power rating of the object */
268 // 8 free bits 252 // 8 free bits
269 253
254 //float ACC (RW, expmul) = 1.0; /* needed experience = (calc_exp*expmul) - means some */
255 // /* races/classes can need less/more exp to gain levels */
256 static const float expmul = 1.0;//D
270 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 257 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
271 char *ACC (RW, spellarg);
272 258
273 /* Following are values used by any object */ 259 /* Following are values used by any object */
274 /* this objects turns into or what this object creates */ 260 /* this objects turns into or what this object creates */
275 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 261 treasurelist *ACC (RW, randomitems); /* Items to be generated */
276 262
277 uint16 ACC (RW, animation_id);/* An index into the animation array */
278 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
279 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 263 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
280
281 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 264 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
282 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 265 uint8 ACC (RW, will_apply); /* See crossfire.doc */
266 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
267 uint16 ACC (RW, animation_id);/* An index into the animation array */
268 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */
269
270 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
283 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */ 271 uint16 ACC (RW, cached_sp); /* cached spell points used for a spell, used by esrv_update_spells */
272 /* allows different movement patterns for attackers */
273 uint8 ACC (RW, move_status); /* What stage in attack mode */
274 uint8 ACC (RW, attack_movement);/* What kind of attack movement */
284 275
285 uint16 ACC (RW, cached_grace);/* cached grace points used for a spell, used by esrv_update_spells */ 276 //16+ free bits
286 uint16 ACC (RW, cached_eat); /* cached food, used by esrv_update_spells */
287 277
288 // rarely-accessed members should be at the end 278 // rarely-accessed members should be at the end
289 shstr ACC (RW, tag); // a tag used to tracking this object 279 shstr ACC (RW, tag); // a tag used to tracking this object
290 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 280 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
291 shstr ACC (RW, lore); /* Obscure information about this object, */ 281 shstr ACC (RW, lore); /* Obscure information about this object, */
292 /* To get put into books and the like. */ 282 /* To get put into books and the like. */
293 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 283 shstr ACC (RW, custom_name); /* Custom name assigned by player */
294}; 284};
295 285
296const char *query_weight (const object *op); 286const_utf8_string query_weight (const object *op);
297const char *query_short_name (const object *op); 287const_utf8_string query_short_name (const object *op);
298const char *query_name (const object *op); 288const_utf8_string query_name (const object *op);
299const char *query_base_name (const object *op, int plural); 289const_utf8_string query_base_name (const object *op, int plural);
290sint64 query_cost (const object *tmp, object *who, int flag);
291const char *query_cost_string (const object *tmp, object *who, int flag);
300 292
293int change_ability_duration (object *spell, object *caster);
294int min_casting_level (object *caster, object *spell);
295int casting_level (object *caster, object *spell);
296sint16 SP_level_spellpoint_cost (object *caster, object *spell, int flags);
297int SP_level_dam_adjust (object *caster, object *spob);
298int SP_level_duration_adjust (object *caster, object *spob);
299int SP_level_range_adjust (object *caster, object *spob);
300
301struct freelist_item
302{
303 freelist_item *next;
304 uint32_t count;
305};
306
301struct object : zero_initialised, object_copy 307struct object : object_copy
302{ 308{
303 // These variables are not changed by ->copy_to 309 // These variables are not changed by ->copy_to
304 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 310 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
305 311
306 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 312 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
307 int ACC (RO, count); 313 uint32_t ACC (RO, count);
308 object_vector_index ACC (RO, index); // index into objects 314 object_vector_index ACC (RO, index); // index into objects
309 object_vector_index ACC (RO, active); // index into actives 315 object_vector_index ACC (RO, active); // index into actives
310 316
311 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */ 317 player_ptr ACC (RW, contr); /* Pointer to the player which control this object, ALWAYS set *iff* type == PLAYER */
312 318
314 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 320 object *ACC (RW, above); /* Pointer to the object stacked above this one */
315 /* Note: stacked in the *same* environment */ 321 /* Note: stacked in the *same* environment */
316 object *inv; /* Pointer to the first object in the inventory */ 322 object *inv; /* Pointer to the first object in the inventory */
317 323
318 //TODO: container must move into client 324 //TODO: container must move into client
319 object_ptr ACC (RW, container); /* Current container being used. I think this 325 object_ptr ACC (RW, container);/* Currently opened container. I think this
320 * is only used by the player right now. 326 * is only used by the player right now.
321 */ 327 */
322 object *ACC (RW, env); /* Pointer to the object which is the environment. 328 object *ACC (RW, env); /* Pointer to the object which is the environment.
323 * This is typically the container that the object is in. 329 * This is typically the container that the object is in.
324 */ 330 */
325 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 331 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
326 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 332 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
327 client_container *seen_by; // seen by which player/container currently?
328 key_value *key_values; /* Fields not explictly known by the loader. */ 333 key_value *key_values; /* Fields not explictly known by the loader. */
334
335 MTH void set_flag (int flagnum)
336 {
337 flag [flagnum] = true;
338 }
339
340 MTH void clr_flag (int flagnum)
341 {
342 flag [flagnum] = false;
343 }
329 344
330 // privates / perl 345 // privates / perl
331 shstr_tmp kv_get (shstr_tmp key) const; 346 shstr_tmp kv_get (shstr_tmp key) const;
332 void kv_del (shstr_tmp key); 347 void kv_del (shstr_tmp key);
333 void kv_set (shstr_tmp key, shstr_tmp value); 348 void kv_set (shstr_tmp key, shstr_tmp value);
349
350//-GPL
334 351
335 // custom extra fields management 352 // custom extra fields management
336 struct key_value_access_proxy 353 struct key_value_access_proxy
337 { 354 {
338 object &ob; 355 object &ob;
365 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all 382 bool parse_kv (object_thawer &f); // parse kv pairs, (ab-)used by archetypes, which should not exist at all
366 MTH void post_load_check (); // do some adjustments after parsing 383 MTH void post_load_check (); // do some adjustments after parsing
367 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go. 384 static object *read (object_thawer &f, maptile *map = 0); // map argument due to toal design bogosity, must go.
368 bool write (object_freezer &f); 385 bool write (object_freezer &f);
369 386
370 MTH int slottype () const;
371 MTH static object *create (); 387 MTH static object *create ();
372 const mapxy &operator =(const mapxy &pos); 388 const mapxy &operator =(const mapxy &pos);
373 MTH void copy_to (object *dst); 389 MTH void copy_to (object *dst);
374 MTH object *clone (); // create + copy_to a single object 390 MTH object *clone (); // create + copy_to a single object
375 MTH object *deep_clone (); // copy whole more chain and inventory 391 MTH object *deep_clone (); // copy whole more chain and inventory
382 destroy (); 398 destroy ();
383 } 399 }
384 400
385 // recursively destroy all objects in inventory, optionally dropping them to the ground instead 401 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
386 MTH void destroy_inv (bool drop_to_ground = false); 402 MTH void destroy_inv (bool drop_to_ground = false);
403 MTH void destroy_inv_fast (); // like destroy_inv (false), but only works when *this is destroyed, too
387 MTH object *insert (object *item); // insert into inventory 404 MTH object *insert (object *item); // insert into inventory
388 MTH void play_sound (faceidx sound) const; 405 MTH void play_sound (faceidx sound) const;
389 MTH void say_msg (const char *msg) const; 406 MTH void say_msg (const_utf8_string msg) const;
390 407
391 void do_remove (); 408 void do_remove ();
392 MTH void remove () 409 MTH void remove ()
393 { 410 {
394 if (!flag [FLAG_REMOVED]) 411 if (!flag [FLAG_REMOVED])
402 remove (); 419 remove ();
403 *this = pos; 420 *this = pos;
404 insert_at (this, this); 421 insert_at (this, this);
405 } 422 }
406 423
407 // high-level move functions, return true if successful 424 // high-level move method.
425 // object op is trying to move in direction dir.
426 // originator is typically the same as op, but
427 // can be different if originator is causing op to
428 // move (originator is pushing op)
429 // returns 0 if the object is not able to move to the
430 // desired space, 1 otherwise (in which case we also
431 // move the object accordingly. This function is
432 // very similiar to move_object.
408 int move (int dir, object *originator); 433 int move (int dir, object *originator);
409 434
410 int move (int dir) 435 int move (int dir)
411 { 436 {
412 return move (dir, this); 437 return move (dir, this);
413 } 438 }
439
440 // changes move_type to a new value - handles move_on/move_off effects
441 MTH void change_move_type (MoveType mt);
414 442
415 static bool can_merge_slow (object *op1, object *op2); 443 static bool can_merge_slow (object *op1, object *op2);
416 444
417 // this is often used in time-critical code, so optimise 445 // this is often used in time-critical code, so optimise
418 MTH static bool can_merge (object *op1, object *op2) 446 MTH static bool can_merge (object *op1, object *op2)
423 } 451 }
424 452
425 MTH void set_owner (object *owner); 453 MTH void set_owner (object *owner);
426 MTH void set_speed (float speed); 454 MTH void set_speed (float speed);
427 MTH void set_glow_radius (sint8 rad); 455 MTH void set_glow_radius (sint8 rad);
428 MTH bool change_weapon (object *ob);
429 MTH bool change_skill (object *ob);
430 456
431 MTH void open_container (object *new_container); 457 MTH void open_container (object *new_container);
432 MTH void close_container () 458 MTH void close_container ()
433 { 459 {
434 open_container (0); 460 open_container (0);
435 } 461 }
436 462
463 // potential future accessor for "container"
464 MTH object *container_ () const
465 {
466 return container;
467 }
468
469 MTH bool is_open_container () const
470 {
471 // strangely enough, using ?: here causes code to inflate
472 return type == CONTAINER
473 && ((env && env->container_ () == this)
474 || (!env && flag [FLAG_APPLIED]));
475 }
476
437 MTH object *force_find (shstr_tmp name); 477 MTH object *force_find (shstr_tmp name);
478 MTH void force_set_timer (int duration);
438 MTH object *force_add (shstr_tmp name, int duration = 0); 479 MTH object *force_add (shstr_tmp name, int duration = 0);
439 480
440 oblinkpt *find_link () const; 481 oblinkpt *find_link () const;
441 MTH void add_link (maptile *map, shstr_tmp id); 482 MTH void add_link (maptile *map, shstr_tmp id);
442 MTH void remove_link (); 483 MTH void remove_link ();
458 MTH void drain_stat (); 499 MTH void drain_stat ();
459 MTH void drain_specific_stat (int deplete_stats); 500 MTH void drain_specific_stat (int deplete_stats);
460 MTH void change_luck (int value); 501 MTH void change_luck (int value);
461 502
462 // info must hold 256 * 3 bytes currently 503 // info must hold 256 * 3 bytes currently
463 const char *debug_desc (char *info) const; 504 const_utf8_string debug_desc (char *info) const;
464 MTH const char *debug_desc () const; // uses at least 3 round-robin buffers 505 MTH const_utf8_string debug_desc () const; // uses at least 3 round-robin buffers
465 const char *flag_desc (char *desc, int len) const; 506 const_utf8_string flag_desc (char *desc, int len) const;
466 507
467 MTH bool decrease (sint32 nr = 1); // returns true if anything is left 508 MTH bool decrease (sint32 nr = 1); // returns true if anything is left
468 MTH object *split (sint32 nr = 1); // return 0 on failure 509 MTH object *split (sint32 nr = 1); // return 0 on failure
469 510
470 MTH int number_of () const 511 MTH int number_of () const
478 } 519 }
479 520
480 MTH void update_weight (); 521 MTH void update_weight ();
481 522
482 // return the dominant material of this item, always return something 523 // return the dominant material of this item, always return something
483 const materialtype_t *dominant_material () const; 524 const materialtype_t *dominant_material () const
525 {
526 return material;
527 }
484 528
485 // return the volume of this object in cm³ 529 // return the volume of this object in cm³
486 MTH uint64 volume () const 530 MTH uint64 volume () const
487 { 531 {
488 return (uint64)total_weight () 532 return (uint64)total_weight ()
489 * 1000 533 * 1024 // 1000 actually
490 * (type == CONTAINER ? 1000 : 1) 534 * (type == CONTAINER ? 128 : 1)
491 / dominant_material ()->density; 535 / dominant_material ()->density; // ugh, division
492 } 536 }
537
538 MTH bool is_arch () const { return this == (const object *)(const archetype *)arch; }
493 539
494 MTH bool is_wiz () const { return flag [FLAG_WIZ]; } 540 MTH bool is_wiz () const { return flag [FLAG_WIZ]; }
495 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 541 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
496 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 542 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
497 || type == CLOAK || type == BOOTS || type == GLOVES 543 || type == CLOAK || type == BOOTS || type == GLOVES
503 MTH bool is_arrow () const { return type == ARROW 549 MTH bool is_arrow () const { return type == ARROW
504 || (type == SPELL_EFFECT 550 || (type == SPELL_EFFECT
505 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 551 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
506 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; } 552 MTH bool is_range () const { return type == BOW || type == ROD || type == WAND || type == HORN; }
507 553
554 MTH bool is_dragon () const;
555
556 MTH bool is_immunity () const { return invisible && type == SIGN; }
557
508 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; } 558 MTH bool has_active_speed () const { return speed >= MIN_ACTIVE_SPEED; }
509 559
510 // temporary: wether the object can be saved in a map file 560 // temporary: wether the object can be saved in a map file
511 // contr => is a player 561 // contr => is a player
512 // head => only save head of a multitile object 562 // head => only save head of a multitile object
513 // owner => can not reference owner yet 563 // owner => can not reference owner yet
516 /* This return true if object has still randomitems which 566 /* This return true if object has still randomitems which
517 * could be expanded. 567 * could be expanded.
518 */ 568 */
519 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; } 569 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
520 570
521 MTH bool has_dialogue () const { return *&msg == '@'; } 571 static bool msg_has_dialogue (const char *msg) { return *msg == '@'; }
572
573 MTH bool has_dialogue () const { return msg_has_dialogue (&msg); }
574
575 /* need_identify returns true if the item should be identified. This
576 * function really should not exist - by default, any item not identified
577 * should need it.
578 */
579 MTH bool need_identify () const;
522 580
523 // returns the outermost owner, never returns 0 581 // returns the outermost owner, never returns 0
524 MTH object *outer_owner () 582 MTH object *outer_owner ()
525 { 583 {
526 object *op; 584 object *op;
530 588
531 return op; 589 return op;
532 } 590 }
533 591
534 // returns the outermost environment, never returns 0 592 // returns the outermost environment, never returns 0
535 MTH object *outer_env () const 593 MTH object *outer_env_or_self () const
536 { 594 {
537 const object *op; 595 const object *op;
538 596
539 for (op = this; op->env; op = op->env) 597 for (op = this; op->env; op = op->env)
540 ; 598 ;
541 599
542 return const_cast<object *>(op); 600 return const_cast<object *>(op);
601 }
602
603 // returns the outermost environment, may return 0
604 MTH object *outer_env () const
605 {
606 return env ? outer_env_or_self () : 0;
543 } 607 }
544 608
545 // returns the player that has this object in his inventory, or 0 609 // returns the player that has this object in his inventory, or 0
546 // we assume the player is always the outer env 610 // we assume the player is always the outer env
547 MTH object *in_player () const 611 MTH object *in_player () const
548 { 612 {
549 object *op = outer_env (); 613 object *op = outer_env_or_self ();
550 614
551 return op->type == PLAYER ? op : 0; 615 return op->type == PLAYER ? op : 0;
552 } 616 }
553 617
554 // "temporary" helper function 618 // "temporary" helper function
575 MTH bool is_player () const 639 MTH bool is_player () const
576 { 640 {
577 return !!contr; 641 return !!contr;
578 } 642 }
579 643
644 /* elmex: this method checks whether the object is in a shop */
645 MTH bool is_in_shop () const;
646
580 MTH bool affects_los () const 647 MTH bool affects_los () const
581 { 648 {
582 return glow_radius || flag [FLAG_BLOCKSVIEW]; 649 return glow_radius || flag [FLAG_BLOCKSVIEW];
583 } 650 }
584 651
585 MTH bool has_carried_lights () const 652 MTH bool has_carried_lights () const
586 { 653 {
587 return glow_radius; 654 return glow_radius;
588 } 655 }
589 656
590 // returns the player that cna see this object, if any 657 // returns the player that can see this object, if any
591 MTH object *visible_to () const; 658 MTH object *visible_to () const;
592 659
593 MTH std::string long_desc (object *who = 0); 660 MTH std::string long_desc (object *who = 0); // query_name . " " . describe
594 MTH std::string describe_monster (object *who = 0); 661 MTH std::string describe_monster (object *who = 0);
595 MTH std::string describe_item (object *who = 0); 662 MTH std::string describe_item (object *who = 0);
596 MTH std::string describe (object *who = 0); 663 MTH std::string describe (object *who = 0); // long description, without name
597 664
598 MTH const char *query_weight () { return ::query_weight (this); } 665 MTH const_utf8_string query_weight () { return ::query_weight (this); }
599 MTH const char *query_name () { return ::query_name (this); } 666 MTH const_utf8_string query_name () { return ::query_name (this); }
600 MTH const char *query_short_name () { return ::query_short_name (this); } 667 MTH const_utf8_string query_short_name () { return ::query_short_name (this); }
601 MTH const char *query_base_name (bool plural) { return ::query_base_name (this, plural); } 668 MTH const_utf8_string query_base_name (bool plural) { return ::query_base_name (this, plural); }
602 669
603 // If this object has no extra parts but should have them, 670 // If this object has no extra parts but should have them,
604 // add them, effectively expanding heads into multipart 671 // add them, effectively expanding heads into multipart
605 // objects. This method only works on objects not inserted 672 // objects. This method only works on objects not inserted
606 // anywhere. 673 // anywhere.
607 MTH void expand_tail (); 674 MTH void expand_tail ();
608 675
609 MTH void create_treasure (treasurelist *tl, int flags = 0); 676 MTH void create_treasure (treasurelist *tl, int flags = 0);
610 677
678 // makes sure the player has the named skill,
679 // and also makes it innate if can_use is true.
680 // returns the new skill or 0 if no such skill exists.
681 MTH object *give_skill (shstr_cmp name, bool can_use = false);
682 MTH void become_follower (object *new_god);
683
611 // insert object at same map position as 'where' 684 // insert object at same map position as 'where'
612 // handles both inventory and map "positions" 685 // handles both inventory and map "positions"
613 MTH object *insert_at (object *where, object *originator = 0, int flags = 0); 686 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
687 // check whether we can put this into the map, respect max_nrof, max_volume, max_items
688 MTH bool can_drop_at (maptile *m, int x, int y, object *originator = 0);
614 MTH void drop_unpaid_items (); 689 MTH void drop_unpaid_items ();
615 690
616 MTH void activate (); 691 MTH void activate ();
617 MTH void deactivate (); 692 MTH void deactivate ();
618 MTH void activate_recursive (); 693 MTH void activate_recursive ();
619 MTH void deactivate_recursive (); 694 MTH void deactivate_recursive ();
620 695
621 // set the given flag on all objects in the inventory recursively 696 // set the given flag on all objects in the inventory recursively
622 MTH void set_flag_inv (int flag, int value = 1); 697 MTH void set_flag_inv (int flag, int value = 1);
623 698
624 void enter_exit (object *exit);//Perl 699 void enter_exit (object *exit); // perl
625 MTH void enter_map (maptile *newmap, int x, int y); 700 MTH bool enter_map (maptile *newmap, int x, int y);
626 void player_goto (const char *path, int x, int y); // only for players 701 void player_goto (const_utf8_string path, int x, int y); // only for players
702 MTH bool apply (object *ob, int aflags = AP_APPLY); // ob may be 0
703
704 MTH object *mark () const;
627 705
628 // returns the mapspace this object is in 706 // returns the mapspace this object is in
629 mapspace &ms () const; 707 mapspace &ms () const;
630 708
631 // fully recursive iterator 709 // fully recursive iterator
682 return weight + carrying; 760 return weight + carrying;
683 } 761 }
684 762
685 MTH struct region *region () const; 763 MTH struct region *region () const;
686 764
687 void statusmsg (const char *msg, int color = NDI_BLACK); 765 MTH void statusmsg (const_utf8_string msg, int color = NDI_BLACK);
688 void failmsg (const char *msg, int color = NDI_RED); 766 MTH void failmsg (const_utf8_string msg, int color = NDI_RED);
767 void failmsgf (const_utf8_string format, ...); // always NDI_RED...
689 768
690 const char *query_inventory (object *who = 0, const char *indent = ""); 769 MTH const_utf8_string query_inventory (object *who = 0, const_utf8_string indent = "");
691 770
692 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference 771 MTH const_octet_string ref () const; // creates and returns a consistent persistent object reference
693 static object *deref (const_octet_string ref); // returns the object from the generated refreence, if possible 772 static object *deref (const_octet_string ref); // returns the object from the generated reference, if possible
694 773
695 // make some noise with given item into direction dir, 774 // make some noise with given item into direction dir,
696 // currently only used for players to make them temporarily visible 775 // currently only used for players to make them temporarily visible
697 // when they are invisible. 776 // when they are invisible.
698 MTH void make_noise (); 777 MTH void make_noise ();
699 778
700 /* animation */ 779 /* animation */
701 bool has_anim () { return animation_id; } 780 MTH bool has_anim () const { return animation_id; }
702 const animation &anim () const { return animations [animation_id]; } 781 const animation &anim () const { return animations [animation_id]; }
703 faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; } 782 MTH faceidx get_anim_frame (int frame) const { return anim ().faces [frame]; }
704 void set_anim_frame (int frame) { face = get_anim_frame (frame); } 783 MTH void set_anim_frame (int frame) { face = get_anim_frame (frame); }
705 /* anim_frames () returns the number of animations allocated. The last 784 /* anim_frames () returns the number of animations allocated. The last
706 * usuable animation will be anim_frames () - 1 (for example, if an object 785 * usuable animation will be anim_frames () - 1 (for example, if an object
707 * has 8 animations, anim_frames () will return 8, but the values will 786 * has 8 animations, anim_frames () will return 8, but the values will
708 * range from 0 through 7. 787 * range from 0 through 7.
709 */ 788 */
710 int anim_frames () const { return anim ().num_animations; } 789 MTH int anim_frames () const { return anim ().num_animations; }
711 int anim_facings () const { return anim ().facings; } 790 MTH int anim_facings () const { return anim ().facings; }
791
792 MTH utf8_string as_string ();
793
794 // low-level management, statistics, ...
795 static uint32_t ACC (RW, object_count);
796 static uint32_t ACC (RW, free_count);
797 static uint32_t ACC (RW, create_count);
798 static uint32_t ACC (RW, destroy_count);
799 static freelist_item *freelist;
800 MTH static void freelist_free (int count);
712 801
713protected: 802protected:
714 void link (); 803 void link ();
715 void unlink (); 804 void unlink ();
805
806 void do_delete ();
716 807
717 object (); 808 object ();
718 ~object (); 809 ~object ();
719 810
720private: 811private:
722 object (const object &); 813 object (const object &);
723}; 814};
724 815
725// move this object to the top of its env's inventory to speed up 816// move this object to the top of its env's inventory to speed up
726// searches for it. 817// searches for it.
727static object * 818static inline object *
728splay (object *ob) 819splay (object *ob)
729{ 820{
730 if (ob->env && ob->env->inv != ob) 821 if (ob->above && ob->env)
731 { 822 {
732 if (ob->above) ob->above->below = ob->below; 823 if (ob->above) ob->above->below = ob->below;
733 if (ob->below) ob->below->above = ob->above; 824 if (ob->below) ob->below->above = ob->above;
734 825
735 ob->above = 0; 826 ob->above = 0;
739 } 830 }
740 831
741 return ob; 832 return ob;
742} 833}
743 834
835//+GPL
836
744object *find_skill_by_name_fuzzy (object *who, const char *name); 837object *find_skill_by_name_fuzzy (object *who, const_utf8_string name);
745object *find_skill_by_name (object *who, shstr_cmp sh); 838object *find_skill_by_name (object *who, shstr_cmp sh);
746object *find_skill_by_number (object *who, int skillno); 839object *find_skill_by_number (object *who, int skillno);
747 840
748/* 841/*
749 * The archetype structure is a set of rules on how to generate and manipulate 842 * The archetype structure is a set of rules on how to generate and manipulate
752 * be much left in the archetype - all it really is is a holder for the 845 * be much left in the archetype - all it really is is a holder for the
753 * object and pointers. This structure should get removed, and just replaced 846 * object and pointers. This structure should get removed, and just replaced
754 * by the object structure 847 * by the object structure
755 */ 848 */
756 849
850//-GPL
851
757INTERFACE_CLASS (archetype) 852INTERFACE_CLASS (archetype)
758struct archetype : object 853struct archetype : object, zero_initialised
759{ 854{
760 static arch_ptr empty; // the empty_archetype 855 static arch_ptr empty; // the empty_archetype
761 MTH static void gc (); 856 MTH static void gc ();
762 857
763 archetype (const char *name); 858 archetype (const_utf8_string name);
764 ~archetype (); 859 ~archetype ();
765 void gather_callbacks (AV *&callbacks, event_type event) const; 860 void gather_callbacks (AV *&callbacks, event_type event) const;
766 861
767 MTH static archetype *find (const_utf8_string name); 862 MTH static archetype *find (const_utf8_string name);
768 863
769 MTH void link (); 864 MTH void link ();
770 MTH void unlink (); 865 MTH void unlink ();
771 866
772 MTH static object *get (const char *name); // (find() || singularity)->instance() 867 MTH static object *get (const_utf8_string name); // (find() || singularity)->instance()
773 MTH object *instance (); 868 MTH object *instance ();
869
870 MTH void post_load_check (); // do some adjustments after parsing
774 871
775 object_vector_index ACC (RW, archid); // index in archvector 872 object_vector_index ACC (RW, archid); // index in archvector
776 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */ 873 shstr ACC (RW, archname); /* More definite name, like "generate_kobold" */
777 874
778 sint8 ACC (RW, min_x), ACC (RW, min_y); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */ 875 sint8 ACC (RW, max_x); /* extents, compared to the head (min_x, min_y should be zero, but aren't...) */
779 sint8 ACC (RW, max_x), ACC (RW, max_y);
780 876
781 // support for archetype loading 877 // support for archetype loading
782 static archetype *read (object_thawer &f); 878 static archetype *read (object_thawer &f);
783 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more 879 MTH static void commit_load (); // commit any objects loaded, resolves cyclic dependencies and more
784 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */ 880 static void postpone_arch_ref (arch_ptr &ref, const_utf8_string other_arch); /* postpone other_arch reference */
881
882protected:
883 void do_delete ();
785}; 884};
786 885
787// compatbiility, remove once replaced by ->instance 886// returns whether the object is a dragon player, which are often specialcased
788inline object * 887inline bool
789arch_to_object (archetype *at) 888object::is_dragon () const
790{ 889{
791 return at->instance (); 890 return arch->race == shstr_dragon && is_player ();
792} 891}
793 892
794inline void 893inline void
795object_freezer::put (keyword k, archetype *v) 894object_freezer::put (const keyword_string k, archetype *v)
796{ 895{
797 put (k, v ? &v->archname : (const char *)0); 896 if (expect_true (v))
897 put (k, v->archname);
898 else
899 put (k);
798} 900}
799 901
800typedef object_vector<object, &object::index > objectvec; 902typedef object_vector<object, &object::index > objectvec;
801typedef object_vector<object, &object::active> activevec; 903typedef object_vector<object, &object::active> activevec;
802typedef object_vector<archetype, &archetype::archid> archvec; 904typedef object_vector<archetype, &archetype::archid> archvec;
819 statementvar (object *, var, actives [_i]) 921 statementvar (object *, var, actives [_i])
820 922
821#define for_all_archetypes(var) \ 923#define for_all_archetypes(var) \
822 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \ 924 for (unsigned _i = 0; _i < archetypes.size (); ++_i) \
823 statementvar (archetype *, var, archetypes [_i]) 925 statementvar (archetype *, var, archetypes [_i])
926
927//+GPL
824 928
825/* Used by update_object to know if the object being passed is 929/* Used by update_object to know if the object being passed is
826 * being added or removed. 930 * being added or removed.
827 */ 931 */
828#define UP_OBJ_INSERT 1 932#define UP_OBJ_INSERT 1
857#define INS_NO_MERGE 0x0001 961#define INS_NO_MERGE 0x0001
858#define INS_ABOVE_FLOOR_ONLY 0x0002 962#define INS_ABOVE_FLOOR_ONLY 0x0002
859#define INS_NO_WALK_ON 0x0004 963#define INS_NO_WALK_ON 0x0004
860#define INS_ON_TOP 0x0008 964#define INS_ON_TOP 0x0008
861#define INS_BELOW_ORIGINATOR 0x0010 965#define INS_BELOW_ORIGINATOR 0x0010
966#define INS_NO_AUTO_EXIT 0x0020 // temporary, fix exits instead
862 967
863#define ARCH_DEPLETION "depletion" 968//-GPL
864 969
865#endif 970#endif
866 971

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