ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/include/object.h
(Generate patch)

Comparing deliantra/server/include/object.h (file contents):
Revision 1.45 by elmex, Sat Nov 18 23:16:18 2006 UTC vs.
Revision 1.59 by root, Tue Dec 19 05:41:21 2006 UTC

16 16
17 You should have received a copy of the GNU General Public License 17 You should have received a copy of the GNU General Public License
18 along with this program; if not, write to the Free Software 18 along with this program; if not, write to the Free Software
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
20 20
21 The authors can be reached via e-mail at crossfire-devel@real-time.com 21 The authors can be reached via e-mail at crossfire@schmorp.de
22*/ 22*/
23 23
24#ifndef OBJECT_H 24#ifndef OBJECT_H
25#define OBJECT_H 25#define OBJECT_H
26
27#include <bitset>
26 28
27#include "cfperl.h" 29#include "cfperl.h"
28#include "shstr.h" 30#include "shstr.h"
29 31
30typedef uint32 tag_t; 32typedef uint32 tag_t;
59}; 61};
60 62
61struct UUID 63struct UUID
62{ 64{
63 uint64 seq; 65 uint64 seq;
66
67 UUID () { }
68 UUID (uint64 seq) : seq(seq) { }
69 operator uint64() { return seq; }
70 void operator =(uint64 seq) { this->seq = seq; }
64}; 71};
65 72
66extern void init_uuid (); 73extern void init_uuid ();
67extern UUID gen_uuid (); 74extern UUID gen_uuid ();
68extern const uint64 UUID_SKIP; 75extern const uint64 UUID_SKIP;
78#define WILL_APPLY_DOOR 0x08 85#define WILL_APPLY_DOOR 0x08
79#define WILL_APPLY_FOOD 0x10 86#define WILL_APPLY_FOOD 0x10
80 87
81/* However, if you're keeping a pointer of some sort, you probably 88/* However, if you're keeping a pointer of some sort, you probably
82 * don't just want it copied, so you'll need to add to common/object.C, 89 * don't just want it copied, so you'll need to add to common/object.C,
83 * e.g. copy_object. 90 * e.g. ->copy_to ()
84 */ 91 */
85 92
86typedef refptr<object> object_ptr; 93typedef refptr<object> object_ptr;
87typedef refptr<archetype> arch_ptr; 94typedef refptr<archetype> arch_ptr;
88 95
89// these are not being copied 96// these are not being copied
90ACC_CLASS (object) 97ACC_CLASS (object)
91struct object_keep : refcounted 98struct object_keep : refcounted
92{ 99{
100 /* These variables are not changed by ->copy_to */
101
93 tag_t ACC (RW, count); /* Generation count for this object */ 102 tag_t ACC (RW, count); /* Generation count for this object */
94 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 103 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
95 104
96 /* These variables are not changed by copy_object() */
97 player *ACC (RW, contr); /* Pointer to the player which control this object */ 105 player *ACC (RW, contr); /* Pointer to the player which control this object */
98 object *ACC (RW, next); /* Pointer to the next object in the free/used list */ 106 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
99 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */ 107 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
100 object *ACC (RW, active_next); /* Next & previous object in the 'active' */ 108 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
101 object *ACC (RW, active_prev); /* List. This is used in process_events */ 109 object *ACC (RW, active_prev);/* List. This is used in process_events */
102 /* so that the entire object list does not */ 110 /* so that the entire object list does not */
103 /* need to be gone through. */ 111 /* need to be gone through. */
104 object *ACC (RW, below); /* Pointer to the object stacked below this one */ 112 object *ACC (RW, below); /* Pointer to the object stacked below this one */
105 object *ACC (RW, above); /* Pointer to the object stacked above this one */ 113 object *ACC (RW, above); /* Pointer to the object stacked above this one */
106 /* Note: stacked in the *same* environment */ 114 /* Note: stacked in the *same* environment */
107 object *inv; /* Pointer to the first object in the inventory */ 115 object *inv; /* Pointer to the first object in the inventory */
108 object *ACC (RW, container); /* Current container being used. I think this 116 object *ACC (RW, container); /* Current container being used. I think this
109 * is only used by the player right now. 117 * is only used by the player right now.
110 */ 118 */
111 object *ACC (RW, env); /* Pointer to the object which is the environment. 119 object *ACC (RW, env); /* Pointer to the object which is the environment.
112 * This is typically the container that the object is in. 120 * This is typically the container that the object is in.
113 */ 121 */
114 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */ 122 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
115 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different 123 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
116 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */ 124 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
117}; 125};
118 126
119// these are being copied 127// these are being copied
120struct object_copy : attachable<object> 128struct object_copy : attachable<object>
121{ 129{
122 shstr ACC (RW, name); /* The name of the object, obviously... */ 130 shstr ACC (RW, name); /* The name of the object, obviously... */
123 shstr ACC (RW, name_pl); /* The plural name of the object */ 131 shstr ACC (RW, name_pl); /* The plural name of the object */
124 shstr ACC (RW, title); /* Of foo, etc */ 132 shstr ACC (RW, title); /* Of foo, etc */
125 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 133 shstr ACC (RW, race); /* human, goblin, dragon, etc */
126 shstr ACC (RW, slaying); /* Which race to do double damage to */ 134 shstr ACC (RW, slaying); /* Which race to do double damage to */
127 /* If this is an exit, this is the filename */ 135 /* If this is an exit, this is the filename */
128 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 136 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
129 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 137 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
130 shstr ACC (RW, lore); /* Obscure information about this object, */ 138 shstr ACC (RW, lore); /* Obscure information about this object, */
131 /* To get put into books and the like. */ 139 /* To get put into books and the like. */
132 shstr ACC (RW, materialname); /* specific material name */ 140 shstr ACC (RW, materialname); /* specific material name */
133 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 141 shstr ACC (RW, custom_name); /* Custom name assigned by player */
143// these are being copied and also cleared 151// these are being copied and also cleared
144struct object_pod 152struct object_pod
145{ 153{
146 New_Face *ACC (RW, face); /* Face with colors */ 154 New_Face *ACC (RW, face); /* Face with colors */
147 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */ 155 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
148 float ACC (RW, speed); /* The overall speed of this object */ 156 float ACC (RW, speed); /* The overall speed of this object */
149 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 157 float ACC (RW, speed_left); /* How much speed is left to spend this round */
150 uint32 ACC (RW, nrof); /* How many of the objects */ 158 uint32 ACC (RW, nrof); /* How many of the objects */
151 sint8 ACC (RW, direction); /* Means the object is moving that way. */ 159 sint8 ACC (RW, direction); /* Means the object is moving that way. */
152 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */ 160 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
153 161
154 /* This next big block are basically used for monsters and equipment */ 162 /* This next big block are basically used for monsters and equipment */
155 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 163 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
156 uint8 ACC (RW, subtype); /* subtype of object */ 164 uint8 ACC (RW, subtype); /* subtype of object */
157 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 165 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
158 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 166 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */
159 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 167 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
160 uint32 ACC (RW, path_attuned); /* Paths the object is attuned to */ 168 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
161 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 169 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
162 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 170 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
163 uint16 ACC (RW, material); /* What materials this object consist of */ 171 uint16 ACC (RW, material); /* What materials this object consist of */
164 sint8 ACC (RW, magic); /* Any magical bonuses to this item */ 172 sint8 ACC (RW, magic); /* Any magical bonuses to this item */
165 uint8 ACC (RW, state); /* How the object was last drawn (animation) */ 173 uint8 ACC (RW, state); /* How the object was last drawn (animation) */
166 sint32 ACC (RW, value); /* How much money it is worth (or contains) */ 174 sint32 ACC (RW, value); /* How much money it is worth (or contains) */
167 /* Note that the last_.. values are sometimes used for non obvious 175 /* Note that the last_.. values are sometimes used for non obvious
168 * meanings by some objects, eg, sp penalty, permanent exp. 176 * meanings by some objects, eg, sp penalty, permanent exp.
169 */ 177 */
170 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */ 178 sint32 ACC (RW, last_heal); /* Last healed. Depends on constitution */
173 sint16 ACC (RW, last_eat); /* How long since we last ate */ 181 sint16 ACC (RW, last_eat); /* How long since we last ate */
174 sint16 ACC (RW, invisible); /* How much longer the object will be invis */ 182 sint16 ACC (RW, invisible); /* How much longer the object will be invis */
175 sint16 ACC (RW, level); /* Level of creature or object */ 183 sint16 ACC (RW, level); /* Level of creature or object */
176 uint8 ACC (RW, pick_up); /* See crossfire.doc */ 184 uint8 ACC (RW, pick_up); /* See crossfire.doc */
177 sint8 ACC (RW, item_power); /* power rating of the object */ 185 sint8 ACC (RW, item_power); /* power rating of the object */
178 sint8 ACC (RW, gen_sp_armour); /* sp regen penalty this object has (was last_heal) */ 186 sint8 ACC (RW, gen_sp_armour);/* sp regen penalty this object has (was last_heal) */
179 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */ 187 sint8 ACC (RW, glow_radius); /* indicates the glow radius of the object */
180 sint32 ACC (RW, weight); /* Attributes of the object */ 188 sint32 ACC (RW, weight); /* Attributes of the object */
181 sint32 ACC (RW, weight_limit); /* Weight-limit of object */ 189 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
182 sint32 ACC (RW, carrying); /* How much weight this object contains */ 190 sint32 ACC (RW, carrying); /* How much weight this object contains */
183 sint64 ACC (RW, perm_exp); /* Permanent exp */ 191 sint64 ACC (RW, perm_exp); /* Permanent exp */
184 uint32 ACC (RW, weapontype); /* type of weapon */ 192 uint32 ACC (RW, weapontype); /* type of weapon */
185 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 193 uint32 ACC (RW, tooltype); /* type of tool or build facility */
186 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 194 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */
187 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 195 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */
188 living ACC (RO, stats); /* Str, Con, Dex, etc */ 196 living ACC (RO, stats); /* Str, Con, Dex, etc */
189 /* See the doc/Developers/objects for more info about body locations */ 197 /* See the doc/Developers/objects for more info about body locations */
190 198
191 /* Following mostly refers to fields only used for monsters */ 199 /* Following mostly refers to fields only used for monsters */
192 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 200 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
193 /* changes made by kholland@sunlab.cit.cornell.edu */ 201 /* changes made by kholland@sunlab.cit.cornell.edu */
194 /* allows different movement patterns for attackers */ 202 /* allows different movement patterns for attackers */
195 sint32 ACC (RW, move_status); /* What stage in attack mode */ 203 sint32 ACC (RW, move_status); /* What stage in attack mode */
196 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 204 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
197 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 205 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
201 /* Spell related information, may be useful elsewhere 209 /* Spell related information, may be useful elsewhere
202 * Note that other fields are used - these files are basically 210 * Note that other fields are used - these files are basically
203 * only used in spells. 211 * only used in spells.
204 */ 212 */
205 sint16 ACC (RW, duration); /* How long the spell lasts */ 213 sint16 ACC (RW, duration); /* How long the spell lasts */
206 sint16 ACC (RW, casting_time); /* time left before spell goes off */ 214 sint16 ACC (RW, casting_time);/* time left before spell goes off */
207 uint16 ACC (RW, start_holding); 215 uint16 ACC (RW, start_holding);
208 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 216 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
209 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 217 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
210 sint8 ACC (RW, range); /* Range of the spell */ 218 sint8 ACC (RW, range); /* Range of the spell */
211 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 219 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
212 char *ACC (RW, spellarg); 220 char *ACC (RW, spellarg);
213 221
214 /* Following are values used by any object */ 222 /* Following are values used by any object */
223 /* this objects turns into or what this object creates */
215 treasurelist *ACC (RW, randomitems); /* Items to be generated */ 224 treasurelist *ACC (RW, randomitems); /* Items to be generated */
216 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 225 arch_ptr ACC (RW, arch); /* Pointer to archetype */
217 arch_ptr ACC (RW, other_arch); /* Pointer used for various things - mostly used for what */ 226 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
218 key_value *key_values; /* Fields not explictly known by the loader. */ 227 key_value *key_values; /* Fields not explictly known by the loader. */
219 /* this objects turns into or what this object creates */ 228 std::bitset<NUM_FLAGS> flags; /* various flags */
220 uint32 flags[4]; /* various flags */
221 uint16 ACC (RW, animation_id); /* An index into the animation array */ 229 uint16 ACC (RW, animation_id);/* An index into the animation array */
222 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */ 230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
223 uint8 ACC (RW, last_anim); /* last sequence used to draw face */ 231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
224 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */ 232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
225 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */ 233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
226 uint8 ACC (RW, will_apply); /* See crossfire.doc */ 234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
227 235
228 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 236 MoveType ACC (RW, move_type); /* Type of movement this object uses */
229 MoveType ACC (RW, move_block); /* What movement types this blocks */ 237 MoveType ACC (RW, move_block);/* What movement types this blocks */
230 MoveType ACC (RW, move_allow); /* What movement types explicitly allowd */ 238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
231 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
232 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
233 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 241 MoveType ACC (RW, move_slow); /* Movement types this slows down */
234 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
235}; 243};
236 244
237struct object : zero_initialised, object_keep, object_copy, object_pod 245struct object : zero_initialised, object_keep, object_copy, object_pod
238{ 246{
242 static vector active; // active objects, not yet used 250 static vector active; // active objects, not yet used
243 static vector objects; // not used yet, use first->next->... 251 static vector objects; // not used yet, use first->next->...
244 static object *first; // will be replaced by "objects" 252 static object *first; // will be replaced by "objects"
245 253
246 static object *create (); 254 static object *create ();
255 void copy_to (object *dst);
256 object *clone (); // create + copy_to
247 void destroy (bool destroy_inventory = false); 257 void destroy (bool destroy_inventory = false);
258 void remove ();
259 object *insert (object *item); // insert into inventory
248 260
249 static void free_mortals (); 261 static void free_mortals ();
262 static bool can_merge_slow (object *op1, object *op2);
263
264 // this is often used in time-critical code, so optimise
250 static bool can_merge (object *op1, object *op2); 265 static bool can_merge (object *op1, object *op2)
266 {
267 return op1->value == op2->value
268 && op1->name == op2->name
269 && can_merge_slow (op1, op2);
270 }
251 271
252 void clear (); 272 void clear ();
253 void clone (object *destination);
254 273
255 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); } 274 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
275
276 void set_owner (object *owner);
256 277
257 void instantiate () 278 void instantiate ()
258 { 279 {
259 if (!uuid.seq) // HACK 280 if (!uuid.seq) // HACK
260 uuid = gen_uuid (); 281 uuid = gen_uuid ();
261 282
262 attachable<object>::instantiate (); 283 attachable<object>::instantiate ();
263 } 284 }
264
265 void set_owner (object *owner);
266 285
267 // info must hold 256 * 3 bytes currently 286 // info must hold 256 * 3 bytes currently
268 const char *debug_desc (char *info) const; 287 const char *debug_desc (char *info) const;
269 const char *debug_desc () const; 288 const char *debug_desc () const;
289
290 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
291 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
292 || type == CLOAK || type == BOOTS || type == GLOVES
293 || type == BRACERS || type == GIRDLE; }
294 bool is_alive () const { return (type == PLAYER
295 || flags [FLAG_MONSTER]
296 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR))
297 && !flags [FLAG_IS_A_TEMPLATE]; }
298 bool is_arrow () const { return type == ARROW
299 || (type == SPELL_EFFECT
300 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
301
302 /* This return true if object has still randomitems which
303 * could be expanded.
304 */
305 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; }
270 306
271 // fully recursive iterator 307 // fully recursive iterator
272 struct iterator_base 308 struct iterator_base
273 { 309 {
274 object *item; 310 object *item;
310 void unlink (); 346 void unlink ();
311 347
312 object (); 348 object ();
313 ~object (); 349 ~object ();
314}; 350};
315
316#define get_object() object::create ()
317#define free_object(op) (op)->destroy (0)
318#define free_object2(op, free_inv) (op)->destroy (free_inv)
319#define clear_owner(op) (op)->owner = 0
320#define copy_owner(op,other) (op)->owner = (other)->owner
321#define get_owner(op) (op)->owner
322#define clear_object(op) (op)->clear ()
323
324static inline void
325set_owner (object *op, object *owner)
326{
327 op->set_owner (owner);
328}
329
330#define CAN_MERGE(op1,op2) ((op1)->value == (op2)->value && (op1)->name == (op2)->name && object::can_merge ((op1), (op2)))
331 351
332typedef struct oblnk 352typedef struct oblnk
333{ /* Used to link together several objects */ 353{ /* Used to link together several objects */
334 object_ptr ob; 354 object_ptr ob;
335 struct oblnk *next; 355 struct oblnk *next;
364 384
365 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 385 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
366 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 386 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
367 struct archetype *ACC (RW, head); /* The main part of a linked object */ 387 struct archetype *ACC (RW, head); /* The main part of a linked object */
368 struct archetype *ACC (RW, more); /* Next part of a linked object */ 388 struct archetype *ACC (RW, more); /* Next part of a linked object */
369 object ACC (RO, clone); /* An object from which to do copy_object() */ 389 object ACC (RO, clone); /* An object from which to do ->copy_to () */
370 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */ 390 uint32 ACC (RW, editable); /* editable flags (mainly for editor) */
371 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is 391 sint8 ACC (RW, tail_x), ACC (RW, tail_y); /* Where the lower right most portion of the object is
372 * in comparison to the head. 392 * in comparison to the head.
373 */ 393 */
374}; 394};
379extern int nrofallocobjects; 399extern int nrofallocobjects;
380 400
381/* This returns TRUE if the object is something that 401/* This returns TRUE if the object is something that
382 * should be displayed in the look window 402 * should be displayed in the look window
383 */ 403 */
384#define LOOK_OBJ(ob) (!ob->invisible && ob->type!=PLAYER && ob->type!=EVENT_CONNECTOR) 404#define LOOK_OBJ(ob) (!ob->invisible && ob->type != PLAYER && ob->type != EVENT_CONNECTOR)
385 405
386/* Used by update_object to know if the object being passed is 406/* Used by update_object to know if the object being passed is
387 * being added or removed. 407 * being added or removed.
388 */ 408 */
389#define UP_OBJ_INSERT 1 409#define UP_OBJ_INSERT 1

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines