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Comparing deliantra/server/include/object.h (file contents):
Revision 1.64 by root, Sat Dec 23 06:21:02 2006 UTC vs.
Revision 1.79 by root, Wed Jan 3 20:08:04 2007 UTC

88/* 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
89 * 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,
90 * e.g. ->copy_to () 90 * e.g. ->copy_to ()
91 */ 91 */
92 92
93INTERFACE_CLASS (object)
93// these are not being copied 94// these are being copied
94ACC_CLASS (object) 95struct object_copy : attachable
95struct object_keep : refcounted
96{ 96{
97 /* These variables are not changed by ->copy_to */ 97 typedef bitset<NUM_FLAGS> flags_t;
98 98
99 tag_t ACC (RW, count); /* Generation count for this object */ 99 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
100 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc. 100 sint8 ACC (RW, direction); /* Means the object is moving that way. */
101 101 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
102 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
103 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
104 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
105 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
106 object *ACC (RW, active_prev);/* List. This is used in process_events */
107 /* so that the entire object list does not */
108 /* need to be gone through. */
109 object *ACC (RW, below); /* Pointer to the object stacked below this one */
110 object *ACC (RW, above); /* Pointer to the object stacked above this one */
111 /* Note: stacked in the *same* environment */
112 object *inv; /* Pointer to the first object in the inventory */
113 object *ACC (RW, container); /* Current container being used. I think this
114 * is only used by the player right now.
115 */
116 object *ACC (RW, env); /* Pointer to the object which is the environment.
117 * This is typically the container that the object is in.
118 */
119 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
120 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
121 maptile *ACC (RW, map); /* Pointer to the map in which this object is present */
122 client_container *seen_by; // seen by which player/container currently?
123};
124
125// these are being copied
126struct object_copy : attachable<object>
127{
128 shstr ACC (RW, name); /* The name of the object, obviously... */ 102 shstr ACC (RW, name); /* The name of the object, obviously... */
129 shstr ACC (RW, name_pl); /* The plural name of the object */ 103 shstr ACC (RW, name_pl); /* The plural name of the object */
130 shstr ACC (RW, title); /* Of foo, etc */ 104 shstr ACC (RW, title); /* Of foo, etc */
131 shstr ACC (RW, race); /* human, goblin, dragon, etc */ 105 shstr ACC (RW, race); /* human, goblin, dragon, etc */
132 shstr ACC (RW, slaying); /* Which race to do double damage to */ 106 shstr ACC (RW, slaying); /* Which race to do double damage to */
133 /* If this is an exit, this is the filename */ 107 /* If this is an exit, this is the filename */
134 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */ 108 shstr ACC (RW, skill); /* Name of the skill this object uses/grants */
135 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */ 109 shstr ACC (RW, msg); /* If this is a book/sign/magic mouth/etc */
136 shstr ACC (RW, lore); /* Obscure information about this object, */ 110 shstr ACC (RW, lore); /* Obscure information about this object, */
137 /* To get put into books and the like. */ 111 /* To get put into books and the like. */
138 shstr ACC (RW, materialname); /* specific material name */ 112 shstr ACC (RW, materialname); /* specific material name */
139 shstr ACC (RW, custom_name); /* Custom name assigned by player */ 113 shstr ACC (RW, custom_name); /* Custom name assigned by player */
140 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */ 114 object_ptr ACC (RW, owner); /* Pointer to the object which controls this one */
141 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */ 115 object_ptr ACC (RW, enemy); /* Monster/player to follow even if not closest */
142 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */ 116 object_ptr ACC (RW, attacked_by); /* This object start to attack us! only player & monster */
144 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */ 118 object_ptr ACC (RW, spellitem); /* Spell ability monster is choosing to use */
145 object_ptr ACC (RW, spell); /* Spell that was being cast */ 119 object_ptr ACC (RW, spell); /* Spell that was being cast */
146 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */ 120 object_ptr ACC (RW, current_weapon); /* Pointer to the weapon currently used */
147 arch_ptr ACC (RW, arch); /* Pointer to archetype */ 121 arch_ptr ACC (RW, arch); /* Pointer to archetype */
148 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */ 122 arch_ptr ACC (RW, other_arch);/* Pointer used for various things - mostly used for what */
149};
150
151// these are being copied and also cleared
152struct object_pod
153{
154 typedef bitset<NUM_FLAGS> flags_t;
155 123
156 New_Face *ACC (RW, face); /* Face with colors */ 124 New_Face *ACC (RW, face); /* Face with colors */
157 sint16 ACC (RW, x), ACC (RW, y); /* Position in the map for this object */
158 float ACC (RW, speed); /* The overall speed of this object */ 125 float ACC (RW, speed); /* The overall speed of this object */
159 float ACC (RW, speed_left); /* How much speed is left to spend this round */ 126 float ACC (RW, speed_left); /* How much speed is left to spend this round */
160 uint32 ACC (RW, nrof); /* How many of the objects */ 127 uint32 ACC (RW, nrof); /* How many of the objects */
161 sint8 ACC (RW, direction); /* Means the object is moving that way. */
162 sint8 ACC (RW, facing); /* Object is oriented/facing that way. */
163 128
164 /* This next big block are basically used for monsters and equipment */ 129 /* This next big block are basically used for monsters and equipment */
165 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */ 130 uint8 ACC (RW, type); /* PLAYER, BULLET, etc. See define.h */
166 uint8 ACC (RW, subtype); /* subtype of object */ 131 uint8 ACC (RW, subtype); /* subtype of object */
167 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */ 132 uint16 ACC (RW, client_type); /* Public type information. see doc/Developers/objects */
168 sint16 resist[NROFATTACKS]; /* Resistance adjustments for attacks */ 133 sint16 ACC (RW, resist[NROFATTACKS]); /* Resistance adjustments for attacks */
169 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */ 134 uint32 ACC (RW, attacktype); /* Bitmask of attacks this object does */
170 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */ 135 uint32 ACC (RW, path_attuned);/* Paths the object is attuned to */
171 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */ 136 uint32 ACC (RW, path_repelled); /* Paths the object is repelled from */
172 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */ 137 uint32 ACC (RW, path_denied); /* Paths the object is denied access to */
173 uint16 ACC (RW, material); /* What materials this object consist of */ 138 uint16 ACC (RW, material); /* What materials this object consist of */
191 sint32 ACC (RW, weight_limit);/* Weight-limit of object */ 156 sint32 ACC (RW, weight_limit);/* Weight-limit of object */
192 sint32 ACC (RW, carrying); /* How much weight this object contains */ 157 sint32 ACC (RW, carrying); /* How much weight this object contains */
193 sint64 ACC (RW, perm_exp); /* Permanent exp */ 158 sint64 ACC (RW, perm_exp); /* Permanent exp */
194 uint32 ACC (RW, weapontype); /* type of weapon */ 159 uint32 ACC (RW, weapontype); /* type of weapon */
195 uint32 ACC (RW, tooltype); /* type of tool or build facility */ 160 uint32 ACC (RW, tooltype); /* type of tool or build facility */
196 sint8 body_info[NUM_BODY_LOCATIONS]; /* body info as loaded from the file */ 161 sint8 ACC (RW, body_info[NUM_BODY_LOCATIONS]); /* body info as loaded from the file */
197 sint8 body_used[NUM_BODY_LOCATIONS]; /* Calculated value based on items equipped */ 162 sint8 ACC (RW, body_used[NUM_BODY_LOCATIONS]); /* Calculated value based on items equipped */
198 living ACC (RO, stats); /* Str, Con, Dex, etc */ 163 living ACC (RO, stats); /* Str, Con, Dex, etc */
199 /* See the doc/Developers/objects for more info about body locations */ 164 /* See the pod/objects.pod for more info about body locations */
200 165
201 /* Following mostly refers to fields only used for monsters */ 166 /* Following mostly refers to fields only used for monsters */
202 uint32 ACC (RW, hide); /* The object is hidden, not invisible */ 167 uint32 ACC (RW, hide); /* The object is hidden, not invisible */
203 /* changes made by kholland@sunlab.cit.cornell.edu */ 168
204 /* allows different movement patterns for attackers */ 169 /* allows different movement patterns for attackers */
205 sint32 ACC (RW, move_status); /* What stage in attack mode */ 170 sint32 ACC (RW, move_status); /* What stage in attack mode */
206 uint16 ACC (RW, attack_movement); /* What kind of attack movement */ 171 uint16 ACC (RW, attack_movement); /* What kind of attack movement */
207 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */ 172 uint16 ACC (RW, run_away); /* Monster runs away if it's hp goes below this percentage. */
208 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */ 173 float ACC (RW, expmul); /* needed experience = (calc_exp*expmul) - means some */
209 /* races/classes can need less/more exp to gain levels */ 174 /* races/classes can need less/more exp to gain levels */
210 175
211 /* Spell related information, may be useful elsewhere 176 /* Spell related information, may be useful elsewhere
212 * Note that other fields are used - these files are basically 177 * Note that other fields are used - these files are basically
213 * only used in spells. 178 * only used in spells.
214 */ 179 */
217 uint16 ACC (RW, start_holding); 182 uint16 ACC (RW, start_holding);
218 uint8 ACC (RW, duration_modifier); /* how level modifies duration */ 183 uint8 ACC (RW, duration_modifier); /* how level modifies duration */
219 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */ 184 uint8 ACC (RW, dam_modifier); /* How going up in level effects damage */
220 sint8 ACC (RW, range); /* Range of the spell */ 185 sint8 ACC (RW, range); /* Range of the spell */
221 uint8 ACC (RW, range_modifier); /* How going up in level effects range */ 186 uint8 ACC (RW, range_modifier); /* How going up in level effects range */
222 char *ACC (RW, spellarg);
223
224 /* Following are values used by any object */
225 /* this objects turns into or what this object creates */
226 treasurelist *ACC (RW, randomitems); /* Items to be generated */
227 key_value *key_values; /* Fields not explictly known by the loader. */
228 object_pod::flags_t flags; /* various flags */
229 uint16 ACC (RW, animation_id);/* An index into the animation array */
230 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
231 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
232 sint32 ACC (RW, elevation); /* elevation of this terrain - not currently used */
233 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
234 uint8 ACC (RW, will_apply); /* See crossfire.doc */
235 187
236 MoveType ACC (RW, move_type); /* Type of movement this object uses */ 188 MoveType ACC (RW, move_type); /* Type of movement this object uses */
237 MoveType ACC (RW, move_block);/* What movement types this blocks */ 189 MoveType ACC (RW, move_block);/* What movement types this blocks */
238 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */ 190 MoveType ACC (RW, move_allow);/* What movement types explicitly allowd */
239 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */ 191 MoveType ACC (RW, move_on); /* Move types affected moving on to this space */
240 MoveType ACC (RW, move_off); /* Move types affected moving off this space */ 192 MoveType ACC (RW, move_off); /* Move types affected moving off this space */
241 MoveType ACC (RW, move_slow); /* Movement types this slows down */ 193 MoveType ACC (RW, move_slow); /* Movement types this slows down */
242 float ACC (RW, move_slow_penalty); /* How much this slows down the object */ 194 float ACC (RW, move_slow_penalty); /* How much this slows down the object */
195
196 char *ACC (RW, spellarg);
197
198 /* Following are values used by any object */
199 /* this objects turns into or what this object creates */
200 treasurelist *ACC (RW, randomitems); /* Items to be generated */
201 key_value *key_values; /* Fields not explictly known by the loader. */
202 flags_t flag; /* various flags */
203#if FOR_PERL
204 bool ACC (RW, flag[NUM_FLAGS]);
205#endif
206 uint16 ACC (RW, animation_id);/* An index into the animation array */
207 uint8 ACC (RW, anim_speed); /* ticks between animation-frames */
208 uint8 ACC (RW, last_anim); /* last sequence used to draw face */
209 sint16 ACC (RW, elevation); /* elevation of this terrain - not currently used */
210 uint8 ACC (RW, smoothlevel); /* how to smooth this square around */
211 uint8 ACC (RW, will_apply); /* See crossfire.doc */
243}; 212};
244 213
245struct object : zero_initialised, object_keep, object_copy, object_pod 214struct object : zero_initialised, object_copy
246{ 215{
247 typedef object_pod::flags_t flags_t;
248 typedef unordered_vector<object *> vector; 216 typedef unordered_vector<object *> vector;
249 217
250 static vector mortals; 218 // These variables are not changed by ->copy_to
219 maptile_ptr ACC (RW, map); /* Pointer to the map in which this object is present */
220
221 tag_t ACC (RW, count); /* Generation count for this object */
222 UUID ACC (RW, uuid); // Unique Identifier, survives saves etc.
223
224 player_ptr ACC (RW, contr); /* Pointer to the player which control this object */
225 object *ACC (RW, next); /* Pointer to the next object in the free/used list */
226 object *ACC (RW, prev); /* Pointer to the previous object in the free/used list */
227 object *ACC (RW, active_next);/* Next & previous object in the 'active' */
228 object *ACC (RW, active_prev);/* List. This is used in process_events */
229 /* so that the entire object list does not */
230 /* need to be gone through. */
231 object *ACC (RW, below); /* Pointer to the object stacked below this one */
232 object *ACC (RW, above); /* Pointer to the object stacked above this one */
233 /* Note: stacked in the *same* environment */
234 object *inv; /* Pointer to the first object in the inventory */
235 object *ACC (RW, container); /* Current container being used. I think this
236 * is only used by the player right now.
237 */
238 object *ACC (RW, env); /* Pointer to the object which is the environment.
239 * This is typically the container that the object is in.
240 */
241 object *ACC (RW, more); /* Pointer to the rest of a large body of objects */
242 object *head; /* Points to the main object of a large body */ // NO ACC, perl semantics are different
243 client_container *seen_by; // seen by which player/container currently?
244
251 static vector active; // active objects, not yet used 245 //static vector active_list; // active objects, not yet used
252 static vector objects; // not used yet, use first->next->... 246 //static vector object_list; // not used yet, use first->next->...
253 static object *first; // will be replaced by "objects" 247 static object *first; // will be replaced by "objects"
254 248
255 static object *create (); 249 MTH static object *create ();
256 void copy_to (object *dst); 250 MTH void copy_to (object *dst);
257 object *clone (); // create + copy_to 251 MTH object *clone (); // create + copy_to
252 void do_destroy ();
253 void gather_callbacks (AV *&callbacks, event_type event) const;
258 void destroy (bool destroy_inventory = false); 254 MTH void destroy (bool destroy_inventory = false);
255
256 // recursively destroy all objects in inventory, optionally dropping them to the ground instead
257 MTH void destroy_inv (bool drop_to_ground = false);
259 void remove (); 258 MTH void remove ();
260 object *insert (object *item); // insert into inventory 259 MTH object *insert (object *item); // insert into inventory
261 260
262 static void free_mortals ();
263 static bool can_merge_slow (object *op1, object *op2); 261 static bool can_merge_slow (object *op1, object *op2);
264 262
265 // this is often used in time-critical code, so optimise 263 // this is often used in time-critical code, so optimise
266 static bool can_merge (object *op1, object *op2) 264 MTH static bool can_merge (object *op1, object *op2)
267 { 265 {
268 return op1->value == op2->value 266 return op1->value == op2->value
269 && op1->name == op2->name 267 && op1->name == op2->name
270 && can_merge_slow (op1, op2); 268 && can_merge_slow (op1, op2);
271 } 269 }
272 270
273 bool destroyed () { return QUERY_FLAG (this, FLAG_FREED); }
274
275 void set_owner (object *owner); 271 MTH void set_owner (object *owner);
272 MTH void set_speed (float speed);
276 273
277 void instantiate () 274 MTH void instantiate ()
278 { 275 {
279 if (!uuid.seq) // HACK 276 if (!uuid.seq) // HACK
280 uuid = gen_uuid (); 277 uuid = gen_uuid ();
281 278
282 attachable<object>::instantiate (); 279 attachable::instantiate ();
283 } 280 }
284 281
285 // recalculate all stats 282 // recalculate all stats
286 void update_stats (); 283 MTH void update_stats ();
287 void roll_stats (); 284 MTH void roll_stats ();
288 void swap_stats (int a, int b); 285 MTH void swap_stats (int a, int b);
289 void add_statbonus (); 286 MTH void add_statbonus ();
290 void remove_statbonus (); 287 MTH void remove_statbonus ();
291 void drain_stat (); 288 MTH void drain_stat ();
292 void drain_specific_stat (int deplete_stats); 289 MTH void drain_specific_stat (int deplete_stats);
293 void change_luck (int value); 290 MTH void change_luck (int value);
294 291
295 // info must hold 256 * 3 bytes currently 292 // info must hold 256 * 3 bytes currently
296 const char *debug_desc (char *info) const; 293 const char *debug_desc (char *info) const;
297 const char *debug_desc () const; 294 MTH const char *debug_desc () const;
295 const char *flag_desc (char *desc, int len) const;
298 296
299 bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; } 297 MTH bool is_weapon () const { return type == ARROW || type == BOW || type == WEAPON; }
300 bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET 298 MTH bool is_armor () const { return type == ARMOUR || type == SHIELD || type == HELMET
301 || type == CLOAK || type == BOOTS || type == GLOVES 299 || type == CLOAK || type == BOOTS || type == GLOVES
302 || type == BRACERS || type == GIRDLE; } 300 || type == BRACERS || type == GIRDLE; }
303 bool is_alive () const { return (type == PLAYER 301 MTH bool is_alive () const { return (type == PLAYER
304 || flags [FLAG_MONSTER] 302 || flag [FLAG_MONSTER]
305 || (flags [FLAG_ALIVE] && !flags [FLAG_GENERATOR] && type != DOOR)) 303 || (flag [FLAG_ALIVE] && !flag [FLAG_GENERATOR] && type != DOOR))
306 && !flags [FLAG_IS_A_TEMPLATE]; } 304 && !flag [FLAG_IS_A_TEMPLATE]; }
307 bool is_arrow () const { return type == ARROW 305 MTH bool is_arrow () const { return type == ARROW
308 || (type == SPELL_EFFECT 306 || (type == SPELL_EFFECT
309 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); } 307 && (subtype == SP_BULLET || subtype == SP_MAGIC_MISSILE)); }
308
309 MTH bool has_active_speed () const { return FABS(speed) >= MIN_ACTIVE_SPEED; }
310
311 // temporary: wether the object can be saved in a map file
312 // contr => is a player
313 // head => only save head of a multitile object
314 // owner => can not reference owner yet
315 MTH bool can_map_save () const { return !contr && !head && !owner; }
310 316
311 /* This return true if object has still randomitems which 317 /* This return true if object has still randomitems which
312 * could be expanded. 318 * could be expanded.
313 */ 319 */
314 bool has_random_items () const { return randomitems && !flags [FLAG_IS_A_TEMPLATE]; } 320 MTH bool has_random_items () const { return randomitems && !flag [FLAG_IS_A_TEMPLATE]; }
315 321
316 // returns the player that has this object in his inventory, or 0 322 // returns the player that has this object in his inventory, or 0
317 object *in_player () const 323 MTH object *in_player () const
318 { 324 {
319 for (object *op = env; op; op = op->env) 325 for (object *op = env; op; op = op->env)
320 if (op->type == PLAYER) 326 if (op->type == PLAYER)
321 return op; 327 return op;
322 328
323 return 0; 329 return 0;
324 } 330 }
331
332 // "temporary" helper function
333 MTH object *head_ ()
334 {
335 return head ? head : this;
336 }
337
338 // insert object at same map position as 'where'
339 // handles both inventory and map "positions"
340 MTH object *insert_at (object *where, object *originator = 0, int flags = 0);
341
342 MTH bool active () const;
343 MTH void activate ();
344 MTH void deactivate ();
345 MTH void activate_recursive ();
346 MTH void deactivate_recursive ();
347
348 // set the givne flag on all objects in the inventory recursively
349 MTH void set_flag_inv (int flag, int value = 1);
350
351 void enter_exit (object *exit);//PERL
352 MTH void enter_map (maptile *newmap, int x, int y);
325 353
326 // returns the mapspace this object is in 354 // returns the mapspace this object is in
327 mapspace &ms () const; 355 mapspace &ms () const;
328 356
329 // fully recursive iterator 357 // fully recursive iterator
339 operator object *() const { return item; } 367 operator object *() const { return item; }
340 368
341 object *operator ->() const { return item; } 369 object *operator ->() const { return item; }
342 object &operator * () const { return *item; } 370 object &operator * () const { return *item; }
343 }; 371 };
372
373 MTH unsigned int random_seed () const
374 {
375 return (unsigned int)uuid.seq;
376 }
344 377
345 // depth-first recursive iterator 378 // depth-first recursive iterator
346 struct depth_iterator : iterator_base 379 struct depth_iterator : iterator_base
347 { 380 {
348 depth_iterator (object *container); 381 depth_iterator (object *container);
391 * be much left in the archetype - all it really is is a holder for the 424 * be much left in the archetype - all it really is is a holder for the
392 * object and pointers. This structure should get removed, and just replaced 425 * object and pointers. This structure should get removed, and just replaced
393 * by the object structure 426 * by the object structure
394 */ 427 */
395 428
396ACC_CLASS (archetype) 429INTERFACE_CLASS (archetype)
397struct archetype : zero_initialised, refcounted 430struct archetype : zero_initialised, attachable
398{ 431{
399 archetype (); 432 archetype ();
400 ~archetype (); 433 ~archetype ();
434 void gather_callbacks (AV *&callbacks, event_type event) const;
401 435
402 static archetype *find (const char *arch); 436 static archetype *find (const char *arch);
403 437
404 void hash_add (); // add to hastable 438 void hash_add (); // add to hashtable
405 void hash_del (); // remove from hashtable 439 void hash_del (); // remove from hashtable
406 440
407 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */ 441 shstr ACC (RW, name); /* More definite name, like "generate_kobold" */
408 struct archetype *ACC (RW, next); /* Next archetype in a linked list */ 442 struct archetype *ACC (RW, next); /* Next archetype in a linked list */
409 struct archetype *ACC (RW, head); /* The main part of a linked object */ 443 struct archetype *ACC (RW, head); /* The main part of a linked object */

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