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Comparing deliantra/server/random_maps/exit.C (file contents):
Revision 1.15 by root, Sun Dec 31 17:17:23 2006 UTC vs.
Revision 1.48 by root, Sun Jul 4 22:12:26 2010 UTC

1/* 1/*
2 CrossFire, A Multiplayer game for X-windows 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 3 *
4 * Copyright (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
4 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2001 Mark Wedel & Crossfire Development Team
5 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
6 7 *
7 This program is free software; you can redistribute it and/or modify 8 * Deliantra is free software: you can redistribute it and/or modify it under
8 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
9 the Free Software Foundation; either version 2 of the License, or 10 * Free Software Foundation, either version 3 of the License, or (at your
10 (at your option) any later version. 11 * option) any later version.
11 12 *
12 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,
13 but WITHOUT ANY WARRANTY; without even the implied warranty of 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15 GNU General Public License for more details. 16 * GNU General Public License for more details.
16 17 *
17 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
18 along with this program; if not, write to the Free Software 19 * and the GNU General Public License along with this program. If not, see
19 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * <http://www.gnu.org/licenses/>.
20 21 *
21 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail to <support@deliantra.net>
22*/ 23 */
23 24
24#include <global.h> 25#include <global.h>
25#include <random_map.h> 26#include <random_map.h>
26#include <sproto.h> 27#include <sproto.h>
27#include <rproto.h> 28#include <rproto.h>
28 29
29/* find a character in the layout. fx and fy are pointers to 30/* find a character in the maze. fx and fy are pointers to
30 where to find the char. fx,fy = -1 if not found. */ 31 where to find the char. fx,fy = -1 if not found. */
31void 32static void
32find_in_layout (int mode, char target, int *fx, int *fy, char **layout, random_map_params * RP) 33find_in_layout (int mode, char target, int &fx, int &fy, layout &maze)
33{ 34{
34 int M; 35 int M;
35 int i, j; 36 int i, j;
36 37
37 *fx = -1; 38 fx = -1;
38 *fy = -1; 39 fy = -1;
39 40
40 /* if a starting point isn't given, pick one */ 41 /* if a starting point isn't given, pick one */
41 if (mode < 1 || mode > 4) 42 if (mode < 1 || mode > 4)
42 M = RANDOM () % 4 + 1; 43 M = rmg_rndm (4) + 1;
43 else 44 else
44 M = mode; 45 M = mode;
45 46
46 /* four different search starting points and methods so that 47 /* four different search starting points and methods so that
47 we can do something different for symmetrical maps instead of 48 we can do something different for symmetrical maps instead of
48 the same damned thing every time. */ 49 the same damned thing every time. */
49 switch (M) 50 switch (M)
50 { 51 {
51 case 1: 52 case 1:
52 { /* search from top left down/right */ 53 /* search from top left down/right */
53 for (i = 1; i < RP->Xsize; i++) 54 for (i = 1; i < maze.w; i++)
54 for (j = 1; j < RP->Ysize; j++) 55 for (j = 1; j < maze.h; j++)
55 { 56 {
56 if (layout[i][j] == target) 57 if (maze[i][j] == target)
57 {
58 *fx = i;
59 *fy = j;
60 return;
61 }
62 } 58 {
63 break; 59 fx = i;
64 } 60 fy = j;
65 case 2: 61 return;
66 { /* Search from top right down/left */
67 for (i = RP->Xsize - 2; i > 0; i--)
68 for (j = 1; j < RP->Ysize - 1; j++)
69 { 62 }
63 }
64 break;
65
66 case 2:
67 /* Search from top right down/left */
68 for (i = maze.w - 2; i > 0; i--)
69 for (j = 1; j < maze.h - 1; j++)
70 {
70 if (layout[i][j] == target) 71 if (maze[i][j] == target)
71 {
72 *fx = i;
73 *fy = j;
74 return;
75 }
76 } 72 {
77 break; 73 fx = i;
78 } 74 fy = j;
79 case 3: 75 return;
80 { /* search from bottom-left up-right */
81 for (i = 1; i < RP->Xsize - 1; i++)
82 for (j = RP->Ysize - 2; j > 0; j--)
83 { 76 }
77 }
78 break;
79
80 case 3:
81 /* search from bottom-left up-right */
82 for (i = 1; i < maze.w - 1; i++)
83 for (j = maze.h - 2; j > 0; j--)
84 {
84 if (layout[i][j] == target) 85 if (maze[i][j] == target)
85 {
86 *fx = i;
87 *fy = j;
88 return;
89 }
90 } 86 {
91 break; 87 fx = i;
92 } 88 fy = j;
93 case 4: 89 return;
94 { /* search from bottom-right up-left */
95 for (i = RP->Xsize - 2; i > 0; i--)
96 for (j = RP->Ysize - 2; j > 0; j--)
97 { 90 }
91 }
92 break;
93
94 case 4:
95 /* search from bottom-right up-left */
96 for (i = maze.w - 2; i > 0; i--)
97 for (j = maze.h - 2; j > 0; j--)
98 {
98 if (layout[i][j] == target) 99 if (maze[i][j] == target)
99 {
100 *fx = i;
101 *fy = j;
102 return;
103 }
104 } 100 {
105 break; 101 fx = i;
102 fy = j;
103 return;
104 }
106 } 105 }
106 break;
107 } 107 }
108} 108}
109 109
110/* orientation: 0 means random, 110/* orientation: 0 means random,
111 1 means descending dungeon 111 1 means descending dungeon
114 4 means leftward 114 4 means leftward
115 5 means northward 115 5 means northward
116 6 means southward 116 6 means southward
117*/ 117*/
118void 118void
119place_exits (maptile *map, char **maze, char *exitstyle, int orientation, random_map_params *RP) 119place_exits (maptile *map, layout &maze, const char *exitstyle, int orientation, random_map_params *RP)
120{ 120{
121 char styledirname[256];
122 maptile *style_map_down = 0; /* harder maze */ 121 maptile *style_map_down = 0; /* harder maze */
123 maptile *style_map_up = 0; /* easier maze */ 122 maptile *style_map_up = 0; /* easier maze */
124 object *the_exit_down; /* harder maze */ 123 object *the_exit_down; /* harder maze */
125 object *the_exit_up; /* easier maze */ 124 object *the_exit_up; /* easier maze */
126 object *random_sign; /* magic mouth saying this is a random map. */
127 char buf[512];
128 int cx = -1, cy = -1; /* location of a map center */ 125 int cx = -1, cy = -1; /* location of a map center */
129 int upx = -1, upy = -1; /* location of up exit */ 126 int upx = -1, upy = -1; /* location of up exit */
130 int downx = -1, downy = -1; 127 int downx = -1, downy = -1;
131 int final_map_exit = 1; 128 int final_map_exit = 1;
132 129
133 if (RP->exit_on_final_map) 130 if (const char *eofm = RP->get_str ("exit_on_final_map", 0))
134 { 131 if (strstr (eofm, "no"))
135 if (strstr (RP->exit_on_final_map, "no"))
136 final_map_exit = 0; 132 final_map_exit = 0;
137 }
138 133
139 if (orientation == 0) 134 if (!orientation)
140 orientation = RANDOM () % 6 + 1; 135 orientation = rmg_rndm (6) + 1;
141 136
142 switch (orientation) 137 switch (orientation)
143 { 138 {
144 case 1: 139 case 1:
145 { 140 {
146 sprintf (styledirname, "/styles/exitstyles/up");
147 style_map_up = find_style (styledirname, exitstyle, -1); 141 style_map_up = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
148 sprintf (styledirname, "/styles/exitstyles/down");
149 style_map_down = find_style (styledirname, exitstyle, -1); 142 style_map_down = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
150 break; 143 break;
151 } 144 }
152 145
153 case 2: 146 case 2:
154 { 147 {
155 sprintf (styledirname, "/styles/exitstyles/down");
156 style_map_up = find_style (styledirname, exitstyle, -1); 148 style_map_up = find_style ("/styles/exitstyles/down", exitstyle, RP->difficulty);
157 sprintf (styledirname, "/styles/exitstyles/up");
158 style_map_down = find_style (styledirname, exitstyle, -1); 149 style_map_down = find_style ("/styles/exitstyles/up" , exitstyle, RP->difficulty);
159 break; 150 break;
160 } 151 }
161 152
162 default: 153 default:
163 { 154 {
164 sprintf (styledirname, "/styles/exitstyles/generic"); 155 style_map_up =
165 style_map_up = find_style (styledirname, exitstyle, -1); 156 style_map_down = find_style ("/styles/exitstyles/generic", exitstyle, RP->difficulty);
166 style_map_down = style_map_up;
167 break; 157 break;
168 } 158 }
169 } 159 }
170 160
171 if (style_map_up == 0) 161 the_exit_up = style_map_up
172 the_exit_up = arch_to_object (archetype::find ("exit")); 162 ? style_map_up->pick_random_object (rmg_rndm)->clone ()
173 else 163 : archetype::get (shstr_exit);
174 {
175 object *tmp;
176 164
177 tmp = pick_random_object (style_map_up); 165 const char *final_map = RP->get_str ("final_map", 0);
178 the_exit_up = arch_to_object (tmp->arch);
179 }
180 166
181 /* we need a down exit only if we're recursing. */ 167 /* we need a down exit only if we're recursing. */
182 if (RP->dungeon_level < RP->dungeon_depth || RP->final_map[0] != 0) 168 if (RP->dungeon_level < RP->dungeon_depth || final_map)
183 if (style_map_down == 0) 169 the_exit_down = style_map_down
184 the_exit_down = arch_to_object (archetype::find ("exit")); 170 ? style_map_down->pick_random_object (rmg_rndm)->clone ()
185 else 171 : archetype::get (shstr_exit);
186 {
187 object *tmp;
188
189 tmp = pick_random_object (style_map_down);
190 the_exit_down = arch_to_object (tmp->arch);
191 }
192 else 172 else
193 the_exit_down = 0; 173 the_exit_down = 0;
194 174
195 /* set up the up exit */ 175 /* set up the up exit */
196 the_exit_up->stats.hp = RP->origin_x; 176 the_exit_up->stats.hp = RP->get_iv ("origin_x", -1);
197 the_exit_up->stats.sp = RP->origin_y; 177 the_exit_up->stats.sp = RP->get_iv ("origin_y", -1);
198 the_exit_up->slaying = RP->origin_map; 178 the_exit_up->slaying = RP->get_str ("origin_map", 0);
199 179
200 /* figure out where to put the entrance */ 180 /* figure out where to put the entrance */
201 /* begin a logical block */ 181 /* begin a logical block */
202 { 182 {
203 int i, j;
204
205 /* First, look for a '<' char */ 183 /* First, look for a '<' char */
206 find_in_layout (0, '<', &upx, &upy, maze, RP); 184 find_in_layout (0, '<', upx, upy, maze);
207 185
208 /* next, look for a C, the map center. */ 186 /* next, look for a C, the map center. */
209 find_in_layout (0, 'C', &cx, &cy, maze, RP); 187 find_in_layout (0, 'C', cx, cy, maze);
210
211 188
212 /* if we didn't find an up, find an empty place far from the center */ 189 /* if we didn't find an up, find an empty place far from the center */
213 if (upx == -1 && cx != -1) 190 if (upx == -1 && cx != -1)
214 { 191 {
215 if (cx > RP->Xsize / 2) 192 if (cx > RP->Xsize / 2)
216 upx = 1; 193 upx = 1;
217 else 194 else
218 upx = RP->Xsize - 2; 195 upx = RP->Xsize - 2;
196
219 if (cy > RP->Ysize / 2) 197 if (cy > RP->Ysize / 2)
220 upy = 1; 198 upy = 1;
221 else 199 else
222 upy = RP->Ysize - 2; 200 upy = RP->Ysize - 2;
201
223 /* find an empty place far from the center */ 202 /* find an empty place far from the center */
224 if (upx == 1 && upy == 1) 203 if (upx == 1 && upy == 1)
225 find_in_layout (1, 0, &upx, &upy, maze, RP); 204 find_in_layout (1, 0, upx, upy, maze);
226 else if (upx == 1 && upy > 1) 205 else if (upx == 1 && upy > 1)
227 find_in_layout (3, 0, &upx, &upy, maze, RP); 206 find_in_layout (3, 0, upx, upy, maze);
228 else if (upx > 1 && upy == 1) 207 else if (upx > 1 && upy == 1)
229 find_in_layout (2, 0, &upx, &upy, maze, RP); 208 find_in_layout (2, 0, upx, upy, maze);
230 else if (upx > 1 && upy > 1) 209 else if (upx > 1 && upy > 1)
231 find_in_layout (4, 0, &upx, &upy, maze, RP); 210 find_in_layout (4, 0, upx, upy, maze);
232 } 211 }
233 212
234 /* no indication of where to place the exit, so just place it. */ 213 /* no indication of where to place the exit, so just place it. */
235 if (upx == -1) 214 if (upx == -1)
236 find_in_layout (0, 0, &upx, &upy, maze, RP); 215 find_in_layout (0, 0, upx, upy, maze);
237 216
238 the_exit_up->x = upx; 217 the_exit_up->x = upx;
239 the_exit_up->y = upy; 218 the_exit_up->y = upy;
240 219
241 /* surround the exits with notices that this is a random map. */ 220 /* surround the exits with notices that this is a random map. */
242 for (j = 1; j < 9; j++) 221 for (int j = 1; j < 9; j++)
243 {
244 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j])) 222 if (!wall_blocked (map, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j]))
245 { 223 {
246 random_sign = get_archetype ("sign"); 224 object *random_sign = archetype::get (shstr_sign);
247 random_sign->x = the_exit_up->x + freearr_x[j]; 225 random_sign->msg = format ("This is a random map.\nLevel: %d of %d.\n", RP->dungeon_level - 1, RP->dungeon_depth);
248 random_sign->y = the_exit_up->y + freearr_y[j]; 226 map->insert (random_sign, the_exit_up->x + freearr_x[j], the_exit_up->y + freearr_y[j], 0, 0);
249
250 sprintf (buf, "This is a random map.\nLevel: %d\n", (RP->dungeon_level) - 1);
251
252 random_sign->msg = buf;
253 insert_ob_in_map (random_sign, map, NULL, 0);
254 } 227 }
255 } 228
256 /* Block the exit so things don't get dumped on top of it. */ 229 /* Block the exit so things don't get dumped on top of it. */
257 the_exit_up->move_block = MOVE_ALL; 230 the_exit_up->move_block = MOVE_ALL;
258 231
259 insert_ob_in_map (the_exit_up, map, NULL, 0); 232 insert_ob_in_map (the_exit_up, map, NULL, 0);
260 maze[the_exit_up->x][the_exit_up->y] = '<'; 233 maze[the_exit_up->x][the_exit_up->y] = '<';
262 /* set the starting x,y for this map */ 235 /* set the starting x,y for this map */
263 map->enter_x = the_exit_up->x; 236 map->enter_x = the_exit_up->x;
264 map->enter_y = the_exit_up->y; 237 map->enter_y = the_exit_up->y;
265 238
266 /* first, look for a '>' character */ 239 /* first, look for a '>' character */
267 find_in_layout (0, '>', &downx, &downy, maze, RP); 240 find_in_layout (0, '>', downx, downy, maze);
241
268 /* if no > is found use C */ 242 /* if no > is found use C */
269 if (downx == -1) 243 if (downx == -1)
270 { 244 {
271 downx = cx; 245 downx = cx;
272 downy = cy; 246 downy = cy;
278 { 252 {
279 if (upx > RP->Xsize / 2) 253 if (upx > RP->Xsize / 2)
280 downx = 1; 254 downx = 1;
281 else 255 else
282 downx = RP->Xsize - 2; 256 downx = RP->Xsize - 2;
257
283 if (upy > RP->Ysize / 2) 258 if (upy > RP->Ysize / 2)
284 downy = 1; 259 downy = 1;
285 else 260 else
286 downy = RP->Ysize - 2; 261 downy = RP->Ysize - 2;
262
287 /* find an empty place far from the entrance */ 263 /* find an empty place far from the entrance */
288 if (downx == 1 && downy == 1) 264 if (downx == 1 && downy == 1)
289 find_in_layout (1, 0, &downx, &downy, maze, RP); 265 find_in_layout (1, 0, downx, downy, maze);
290 else if (downx == 1 && downy > 1) 266 else if (downx == 1 && downy > 1)
291 find_in_layout (3, 0, &downx, &downy, maze, RP); 267 find_in_layout (3, 0, downx, downy, maze);
292 else if (downx > 1 && downy == 1) 268 else if (downx > 1 && downy == 1)
293 find_in_layout (2, 0, &downx, &downy, maze, RP); 269 find_in_layout (2, 0, downx, downy, maze);
294 else if (downx > 1 && downy > 1) 270 else if (downx > 1 && downy > 1)
295 find_in_layout (4, 0, &downx, &downy, maze, RP); 271 find_in_layout (4, 0, downx, downy, maze);
296
297 } 272 }
273
298 /* no indication of where to place the down exit, so just place it */ 274 /* no indication of where to place the down exit, so just place it */
299 if (downx == -1) 275 if (downx == -1)
300 find_in_layout (0, 0, &downx, &downy, maze, RP); 276 find_in_layout (0, 0, downx, downy, maze);
277
301 if (the_exit_down) 278 if (the_exit_down)
302 { 279 {
303 char buf[2048];
304
305 i = find_first_free_spot (the_exit_down, map, downx, downy); 280 int i = rmg_find_free_spot (the_exit_down, map, downx, downy, 1, SIZEOFFREE1 + 1);
306 the_exit_down->x = downx + freearr_x[i]; 281 the_exit_down->x = downx + freearr_x[i];
307 the_exit_down->y = downy + freearr_y[i]; 282 the_exit_down->y = downy + freearr_y[i];
308 RP->origin_x = the_exit_down->x; 283 RP->set ("origin_x", (IV)the_exit_down->x);
309 RP->origin_y = the_exit_down->y; 284 RP->set ("origin_y", (IV)the_exit_down->y);
310 write_map_parameters_to_string (buf, RP); 285
311 the_exit_down->msg = buf; 286 the_exit_down->msg = RP->as_shstr ();
287
312 /* the identifier for making a random map. */ 288 /* the identifier for making a random map. */
313 if (RP->dungeon_level >= RP->dungeon_depth && RP->final_map[0] != 0) 289 if (RP->dungeon_level >= RP->dungeon_depth && final_map)
314 { 290 {
315 maptile *new_map; 291 maptile *new_map;
316 object *the_exit_back = arch_to_object (the_exit_up->arch), *tmp; 292 object *the_exit_back = the_exit_up->arch->instance ();
317 293
318#if 0
319 /* I'm not sure if there was any reason to change the path to the
320 * map other than to maybe make it more descriptive in the 'maps'
321 * command. But changing the map name makes life more complicated,
322 * (has_been_loaded needs to use the new name)
323 */
324
325 char new_map_name[MAX_BUF];
326
327 /* give the final map a name */
328 sprintf (new_map_name, "%sfinal_map", RP->final_map);
329 /* set the exit down. */
330#endif
331 /* load it */ 294 /* load it */
332 if (!(new_map = maptile::load_map_sync (RP->final_map))) 295 if (!(new_map = maptile::find_sync (final_map)))
333 return; 296 return;
334 297
298 new_map->load_sync ();
299
335 the_exit_down->slaying = RP->final_map; 300 the_exit_down->slaying = final_map;
336 301
337 for (tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above) 302 for (object *tmp = new_map->at (new_map->enter_x, new_map->enter_y).bot; tmp; tmp = tmp->above)
338 /* Remove exit back to previous random map. There should only be one 303 /* Remove exit back to previous random map. There should only be one
339 * which is why we break out. To try to process more than one 304 * which is why we break out. To try to process more than one
340 * would require keeping a 'next' pointer, ad free_object kills tmp, which 305 * would require keeping a 'next' pointer, ad free_object kills tmp, which
341 * breaks the for loop. 306 * breaks the for loop.
342 */ 307 */
343 if (tmp->type == EXIT && EXIT_PATH (tmp) && !strncmp (EXIT_PATH (tmp), "/random/", 8)) 308 if (tmp->type == EXIT && EXIT_PATH (tmp).starts_with ("?random/"))
344 { 309 {
345 tmp->destroy (); 310 tmp->destroy ();
346 break; 311 break;
347 } 312 }
348 313
349 if (final_map_exit == 1) 314 if (final_map_exit)
350 { 315 {
351 /* setup the exit back */ 316 /* setup the exit back */
352 the_exit_back->slaying = map->path; 317 the_exit_back->slaying = map->path;
353 the_exit_back->stats.hp = the_exit_down->x; 318 the_exit_back->stats.hp = the_exit_down->x;
354 the_exit_back->stats.sp = the_exit_down->y; 319 the_exit_back->stats.sp = the_exit_down->y;
357 322
358 insert_ob_in_map (the_exit_back, new_map, NULL, 0); 323 insert_ob_in_map (the_exit_back, new_map, NULL, 0);
359 } 324 }
360 } 325 }
361 else 326 else
362 the_exit_down->slaying = "/!"; 327 the_exit_down->slaying = shstr_random_map_exit;
363 328
364 /* Block the exit so things don't get dumped on top of it. */ 329 /* Block the exit so things don't get dumped on top of it. */
365 the_exit_down->move_block = MOVE_ALL; 330 the_exit_down->move_block = MOVE_ALL;
366 insert_ob_in_map (the_exit_down, map, NULL, 0); 331 insert_ob_in_map (the_exit_down, map, NULL, 0);
367 maze[the_exit_down->x][the_exit_down->y] = '>'; 332 maze[the_exit_down->x][the_exit_down->y] = '>';
368 } 333 }
369 } 334 }
370
371} 335}
372 336
373/* this function unblocks the exits. We blocked them to 337/* this function unblocks the exits. We blocked them to
374 keep things from being dumped on them during the other 338 keep things from being dumped on them during the other
375 phases of random map generation. */ 339 phases of random map generation. */
376void 340void
377unblock_exits (maptile *map, char **maze, random_map_params * RP) 341unblock_exits (maptile *map, layout &maze)
378{ 342{
379 int i = 0, j = 0; 343 int i = 0, j = 0;
380 object *walk; 344 object *walk;
381 345
382 for (i = 0; i < RP->Xsize; i++) 346 for (i = 0; i < maze.w; i++)
383 for (j = 0; j < RP->Ysize; j++) 347 for (j = 0; j < maze.h; j++)
384 if (maze[i][j] == '>' || maze[i][j] == '<') 348 if (maze[i][j] == '>' || maze[i][j] == '<')
385 { 349 {
386 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above) 350 for (walk = GET_MAP_OB (map, i, j); walk != NULL; walk = walk->above)
387 { 351 {
388 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR) 352 if (walk->move_block == MOVE_ALL && walk->type != LOCKED_DOOR)
389 { 353 {
390 walk->move_block = MOVE_BLOCK_DEFAULT; 354 walk->move_block = 0;
391 update_object (walk, UP_OBJ_CHANGE); 355 update_object (walk, UP_OBJ_CHANGE);
392 } 356 }
393 } 357 }
394 } 358 }
395} 359}
360

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