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Comparing deliantra/server/server/player.C (file contents):
Revision 1.275 by root, Tue Apr 27 07:20:49 2010 UTC vs.
Revision 1.296 by root, Thu Nov 17 04:59:33 2016 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 (©) 2005,2006,2007,2008,2009,2010 Marc Alexander Lehmann / Robin Redeker / the Deliantra team 4 * Copyright (©) 2005,2006,2007,2008,2009,2010,2011,2012,2013,2014,2015,2016 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992 Frank Tore Johansen 6 * Copyright (©) 1992 Frank Tore Johansen
7 * 7 *
8 * Deliantra is free software: you can redistribute it and/or modify it under 8 * Deliantra is free software: you can redistribute it and/or modify it under
9 * the terms of the Affero GNU General Public License as published by the 9 * the terms of the Affero GNU General Public License as published by the
10 * Free Software Foundation, either version 3 of the License, or (at your 10 * Free Software Foundation, either version 3 of the License, or (at your
11 * 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 Affero GNU General Public License 18 * You should have received a copy of the Affero GNU General Public License
19 * and the GNU General Public License along with this program. If not, see 19 * and the GNU General Public License along with this program. If not, see
20 * <http://www.gnu.org/licenses/>. 20 * <http://www.gnu.org/licenses/>.
21 * 21 *
22 * 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>
23 */ 23 */
24 24
25//+GPL 25//+GPL
26
27#include <algorithm>
28#include <functional>
26 29
27#include <global.h> 30#include <global.h>
28#include <sproto.h> 31#include <sproto.h>
29#include <sounds.h> 32#include <sounds.h>
30#include <living.h> 33#include <living.h>
31#include <object.h> 34#include <object.h>
32#include <spells.h> 35#include <spells.h>
33#include <skills.h> 36#include <skills.h>
34 37
35#include <algorithm>
36#include <functional>
37
38playervec players; 38playervec players;
39 39
40/* This loads the first map an puts the player on it. */ 40/* This loads the first map an puts the player on it. */
41static void 41static void
42set_first_map (object *op) 42set_first_map (object *op)
126 126
127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!"); 127 new_draw_info (NDI_UNIQUE, 0, ob, "Welcome Back!");
128 128
129 esrv_new_player (this); 129 esrv_new_player (this);
130 130
131 ob->update_stats ();
132
133 ns->floorbox_update ();
134 esrv_send_inventory (ob, ob);
135 esrv_add_spells (this, 0);
136
137 ob->flag [FLAG_READY_WEAPON] = false; 131 ob->flag [FLAG_READY_WEAPON] = false;
138 ob->flag [FLAG_READY_SKILL] = false; 132 ob->flag [FLAG_READY_SKILL] = false;
139 ob->flag [FLAG_READY_RANGE] = false; 133 ob->flag [FLAG_READY_RANGE] = false;
140 ob->flag [FLAG_READY_BOW] = false; 134 ob->flag [FLAG_READY_BOW] = false;
141 135
142 ob->update_stats (); // we unapplied stuff above 136 ob->update_stats ();
137
138 ns->floorbox_update ();
139 esrv_send_inventory (ob, ob);
140 esrv_add_spells (this, 0);
141
143 activate (); 142 activate ();
144 143
145 INVOKE_PLAYER (CONNECT, this); 144 INVOKE_PLAYER (CONNECT, this);
146 INVOKE_PLAYER (LOGIN, this); 145 INVOKE_PLAYER (LOGIN, this);
147} 146}
182player::set_object (object *op) 181player::set_object (object *op)
183{ 182{
184 ob = observe = viewpoint = op; 183 ob = observe = viewpoint = op;
185 ob->contr = this; /* this aren't yet in archetype */ 184 ob->contr = this; /* this aren't yet in archetype */
186 185
187 ob->speed = 1.0f; 186 ob->speed = 1.0f; // object still inactive, keep it that way
188 ob->speed_left = 0.5f; 187 ob->speed_left = 0.5f;
189 188
190 ob->direction = 5; /* So player faces south */ 189 ob->direction = 5; /* So player faces south */
191} 190}
192 191
374 */ 373 */
375int 374int
376path_to_player (object *mon, object *pl, unsigned mindiff) 375path_to_player (object *mon, object *pl, unsigned mindiff)
377{ 376{
378 rv_vector rv; 377 rv_vector rv;
379 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES, mflags, blocked; 378 int dir, i, diff, firstdir = 0, lastdir, max = MAX_SPACES;
380 379
381 get_rangevector (mon, pl, &rv, 0); 380 get_rangevector (mon, pl, &rv, 0);
382 381
383 if (rv.distance < mindiff) 382 if (rv.distance < mindiff)
384 return 0; 383 return 0;
537 } 536 }
538 } 537 }
539 538
540 /* Here we remove duplicated skills (as duplicated spell objects have 539 /* Here we remove duplicated skills (as duplicated spell objects have
541 * _very_ confusing effects for players), which could for instance be 540 * _very_ confusing effects for players), which could for instance be
542 * generated by bad treasurelists. - elmex 541 * generated by multiple treasurelists specifying the same skills.
543 */ 542 */
544 if (op->type == SKILL) 543 if (op->type == SKILL)
545 { 544 {
546 for (object *tmp = op->below; tmp; tmp = tmp->below) 545 for (object *tmp = op->below; tmp; tmp = tmp->below)
547 if (tmp->type == op->type && tmp->name == op->name) 546 if (tmp->type == op->type && tmp->name == op->name)
548 { 547 {
549 op->destroy (); 548 op->destroy ();
550 LOG (llevError,
551 "give_initial_items: Removing duplicate skill %s\n", &tmp->name);
552 break; 549 break;
553 } 550 }
554 551
555 if (op->nrof > 1) 552 if (op->nrof > 1)
556 op->nrof = 1; 553 op->nrof = 1;
609roll_stat () 606roll_stat ()
610{ 607{
611 int a[4], i, j, k; 608 int a[4], i, j, k;
612 609
613 for (i = 0; i < 4; i++) 610 for (i = 0; i < 4; i++)
614 a[i] = (int) rndm (6) + 1; 611 a[i] = rndm (1, 6);
615 612
616 for (i = 0, j = 0, k = 7; i < 4; i++) 613 for (i = 0, j = 0, k = 7; i < 4; i++)
617 if (a[i] < k) 614 if (a[i] < k)
618 k = a[i], j = i; 615 k = a[i], j = i;
619 616
735 */ 732 */
736 if (*first_map_ext_path) 733 if (*first_map_ext_path)
737 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y); 734 ob->player_goto (format ("%s/%s", &first_map_ext_path, &ob->arch->archname), ob->x, ob->y);
738 else 735 else
739 LOG (llevDebug, "first_map_ext_path not set\n"); 736 LOG (llevDebug, "first_map_ext_path not set\n");
737}
738
739/*
740 * Returns true if the given player is a legal class.
741 * The function to add and remove class-bonuses to the stats doesn't
742 * check if the stat becomes negative, thus this function
743 * merely checks that all stats are 1 or more, and returns
744 * false otherwise.
745 */
746static int
747allowed_class (const object *op)
748{
749 return op->stats.Dex > 0
750 && op->stats.Str > 0
751 && op->stats.Con > 0
752 && op->stats.Int > 0
753 && op->stats.Wis > 0
754 && op->stats.Pow > 0
755 && op->stats.Cha > 0;
740} 756}
741 757
742void 758void
743player::chargen_race_next () 759player::chargen_race_next ()
744{ 760{
1446#endif 1462#endif
1447 1463
1448 SET_ANIMATION (arrow, arrow->direction); 1464 SET_ANIMATION (arrow, arrow->direction);
1449 1465
1450 /* update the speed */ 1466 /* update the speed */
1451 arrow->speed = ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1452 + bow->stats.dam / 7.f;
1453 1467
1454 arrow->set_speed (max (arrow->speed, 2.f));
1455 arrow->speed_left = 0; 1468 arrow->speed_left = 0;
1469 arrow->set_speed (max (2.f,
1470 ((bow->flag [FLAG_NO_STRENGTH] ? 0 : dam_bonus[op->stats.Str]) + bow->magic + arrow->magic) / 5.f
1471 + bow->stats.dam / 7.f
1472 ));
1456 1473
1457 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc; 1474 int wc = op->stats.wc + wc_mod - arrow->magic - arrow->stats.wc;
1458 1475
1459 if (op->type == PLAYER) 1476 if (op->type == PLAYER)
1460 { 1477 {
1481 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM); 1498 arrow->stats.dam = clamp (arrow->stats.dam + op->stats.dam + arrow->magic, MIN_DAM, MAX_DAM);
1482 1499
1483 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC); 1500 arrow->stats.wc = clamp (wc, MIN_WC, MAX_WC);
1484 arrow->move_type = MOVE_FLY_LOW; 1501 arrow->move_type = MOVE_FLY_LOW;
1485 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK; 1502 arrow->move_on = MOVE_FLY_LOW | MOVE_WALK;
1503 arrow->set_flag (FLAG_NO_PICK);
1486 1504
1487 op->play_sound (sound_find ("fire_arrow")); 1505 op->play_sound (sound_find ("fire_arrow"));
1488 m->insert (arrow, sx, sy, op); 1506 m->insert (arrow, sx, sy, op);
1489 1507
1490 if (!arrow->destroyed ()) 1508 if (!arrow->destroyed ())
1593 1611
1594 if (item->type == WAND) 1612 if (item->type == WAND)
1595 { 1613 {
1596 if (!(--item->stats.food)) 1614 if (!(--item->stats.food))
1597 { 1615 {
1598 object *tmp;
1599
1600 if (item->arch) 1616 if (item->arch)
1601 { 1617 {
1602 item->clr_flag (FLAG_ANIMATE); 1618 item->clr_flag (FLAG_ANIMATE);
1603 item->face = item->arch->face; 1619 item->face = item->arch->face;
1604 item->set_speed (0); 1620 item->set_speed (0);
1867 || mon->flag [FLAG_CAN_ROLL]) 1883 || mon->flag [FLAG_CAN_ROLL])
1868 && mon != op) 1884 && mon != op)
1869 break; 1885 break;
1870 } 1886 }
1871 1887
1872 if (!mon) /* This happens anytime the player tries to move */ 1888 /* no monster == player tries to move into a wall or so */
1873 return false; /* into a wall */ 1889 if (!mon)
1890 {
1891 for (object *ob = m->at (nx, ny).top; ob; ob = ob->below)
1892 if (op->move_type & ob->move_block)
1893 {
1894 if (ob->move_block == MOVE_ALL)
1895 move_into_wall (op, ob);
1896 else
1897 {
1898 if (op->contr->ns->bumpmsg)
1899 {
1900 op->play_sound (sound_find ("blocked_move"));
1901
1902 op->statusmsg (ob->invisible
1903 ? "Something blocks you."
1904 : format ("Something blocks you from entering the %s.", query_name (ob))
1905 );
1906 }
1907 }
1908
1909 break;
1910 }
1911
1912 return false;
1913 }
1874 1914
1875 mon = mon->head_ (); 1915 mon = mon->head_ ();
1876 1916
1877 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR)) 1917 if ((mon->type == DOOR && mon->stats.hp >= 0) || (mon->type == LOCKED_DOOR))
1878 if (op->contr->weapon_sp_left > 0.f) 1918 if (op->contr->weapon_sp_left > 0.f)
1993} 2033}
1994 2034
1995bool 2035bool
1996move_player (object *op, int dir) 2036move_player (object *op, int dir)
1997{ 2037{
1998 if (!op->map || op->map->in_memory != MAP_ACTIVE) 2038 if (!op->map || op->map->state != MAP_ACTIVE)
1999 return 0; 2039 return 0;
2000 2040
2001 /* Sanity check: make sure dir is valid */ 2041 /* Sanity check: make sure dir is valid */
2002 if (dir < 0 || dir > 8) 2042 if (dir < 0 || dir > 8)
2003 { 2043 {
2144void 2184void
2145do_some_living (object *op) 2185do_some_living (object *op)
2146{ 2186{
2147 int last_food = op->stats.food; 2187 int last_food = op->stats.food;
2148 int gen_hp, gen_sp, gen_grace; 2188 int gen_hp, gen_sp, gen_grace;
2149 int over_hp, over_sp, over_grace;
2150 int i;
2151 int rate_hp = 1200; 2189 int rate_hp = 1200;
2152 int rate_sp = 2500; 2190 int rate_sp = 2500;
2153 int rate_grace = 2000; 2191 int rate_grace = 2000;
2154 const int max_hp = 1; 2192 const int max_hp = 1;
2155 const int max_sp = 1; 2193 const int max_sp = 1;
2156 const int max_grace = 1; 2194 const int max_grace = 1;
2157 2195
2196#if 0
2158 if (op->contr->hidden) 2197 if (op->contr->hidden)
2159 { 2198 {
2160 op->invisible = 1000; 2199 op->invisible = 1000;
2161 /* the socket code flashes the player visible/invisible 2200 /* the socket code flashes the player visible/invisible
2162 * depending on the value of invisible, so we need to 2201 * depending on the value of invisible, so we need to
2163 * alternate it here for it to work correctly. 2202 * alternate it here for it to work correctly.
2164 */ 2203 */
2165 if (pticks & 2) 2204 if (server_tick & 2)
2166 op->invisible--; 2205 op->invisible--;
2167 } 2206 }
2207 else
2208#endif
2168 else if (op->invisible && !(op->flag [FLAG_MAKE_INVIS])) 2209 if (op->invisible && !(op->flag [FLAG_MAKE_INVIS]))
2169 { 2210 {
2170 if (!op->invisible--) 2211 if (!op->invisible--)
2171 { 2212 {
2172 make_visible (op); 2213 make_visible (op);
2173 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out."); 2214 new_draw_info (NDI_UNIQUE, 0, op, "Your invisibility spell runs out.");
2207 if (--op->last_grace < 0) 2248 if (--op->last_grace < 0)
2208 { 2249 {
2209 if (op->stats.grace < op->stats.maxgrace / 2) 2250 if (op->stats.grace < op->stats.maxgrace / 2)
2210 op->stats.grace++; /* no penalty in food for regaining grace */ 2251 op->stats.grace++; /* no penalty in food for regaining grace */
2211 2252
2253 int temp = gen_grace < 20 ? 30 : gen_grace + 10;
2254
2212 if (max_grace > 1) 2255 if (max_grace > 1)
2213 { 2256 {
2214 over_grace = (gen_grace < 20 ? 30 : gen_grace + 10) / rate_grace; 2257 int over_grace = temp / rate_grace;
2258
2215 if (over_grace > 0) 2259 if (over_grace > 0)
2216 { 2260 {
2217 op->stats.sp += over_grace 2261 op->stats.sp += over_grace + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > (temp % rate_grace)) ? -1 : 0;
2218 + (random_roll (0, rate_grace - 1, op, PREFER_HIGH) > ((gen_grace < 20 ? 30 : gen_grace + 10) % rate_grace)) ? -1 : 0;
2219 op->last_grace = 0; 2262 op->last_grace = 0;
2220 } 2263 }
2221 else 2264 else
2222 { 2265 op->last_grace = rate_grace / temp;
2223 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10);
2224 }
2225 } 2266 }
2226 else 2267 else
2227 { 2268 op->last_grace = rate_grace / temp;
2228 op->last_grace = rate_grace / (gen_grace < 20 ? 30 : gen_grace + 10); 2269
2229 }
2230 /* wearing stuff doesn't detract from grace generation. */ 2270 /* wearing stuff doesn't detract from grace generation. */
2231 } 2271 }
2232 2272
2233 if (op->stats.food > 0) 2273 if (op->stats.food > 0)
2234 { 2274 {
2253 } 2293 }
2254 } 2294 }
2255 2295
2256 if (max_sp > 1) 2296 if (max_sp > 1)
2257 { 2297 {
2258 over_sp = (gen_sp + 10) / rate_sp; 2298 int over_sp = (gen_sp + 10) / rate_sp;
2259 if (over_sp > 0) 2299 if (over_sp > 0)
2260 { 2300 {
2261 if (op->stats.sp < op->stats.maxsp) 2301 if (op->stats.sp < op->stats.maxsp)
2262 { 2302 {
2263 op->stats.sp += over_sp > max_sp ? max_sp : over_sp; 2303 op->stats.sp += over_sp > max_sp ? max_sp : over_sp;
2295 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH)) 2335 else if (op->contr->digestion > 0 && random_roll (0, op->contr->digestion, op, PREFER_HIGH))
2296 op->stats.food = last_food; 2336 op->stats.food = last_food;
2297 } 2337 }
2298 } 2338 }
2299 2339
2340 int temp = gen_hp < 20 ? 30 : gen_hp + 10;
2341
2300 if (max_hp > 1) 2342 if (max_hp > 1)
2301 { 2343 {
2302 over_hp = (gen_hp < 20 ? 30 : gen_hp + 10) / rate_hp; 2344 int over_hp = temp / rate_hp;
2303 2345
2304 if (over_hp > 0) 2346 if (over_hp > 0)
2305 { 2347 {
2306 op->stats.sp += over_hp + (rndm (rate_hp) > ((gen_hp < 20 ? 30 : gen_hp + 10) % rate_hp)) ? -1 : 0; 2348 op->stats.sp += over_hp + (random_roll (0, rate_hp - 1, op, PREFER_HIGH) > (temp % rate_hp)) ? -1 : 0;
2307 op->last_heal = 0; 2349 op->last_heal = 0;
2308 } 2350 }
2309 else 2351 else
2310 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2352 op->last_heal = rate_hp / temp;
2311 } 2353 }
2312 else 2354 else
2313 op->last_heal = rate_hp / (gen_hp < 20 ? 30 : gen_hp + 10); 2355 op->last_heal = rate_hp / temp;
2314 } 2356 }
2315 } 2357 }
2316 2358
2317 /* Digestion */ 2359 /* Digestion */
2318 if (--op->last_eat < 0) 2360 if (--op->last_eat < 0)
2658 if (will_kill_again) 2700 if (will_kill_again)
2659 { 2701 {
2660 object *force; 2702 object *force;
2661 int at; 2703 int at;
2662 2704
2663 force = get_archetype (FORCE_NAME); 2705 force = archetype::get (FORCE_NAME);
2664 /* 50 ticks should be enough time for the spell to abate */ 2706 /* 50 ticks should be enough time for the spell to abate */
2665 force->speed = 0.1f;
2666 force->speed_left = -5.f; 2707 force->speed_left = -5.f;
2708 force->set_speed (0.1f);
2667 force->set_flag (FLAG_APPLIED); 2709 force->set_flag (FLAG_APPLIED);
2710
2668 for (at = 0; at < NROFATTACKS; at++) 2711 for (at = 0; at < NROFATTACKS; at++)
2669 if (will_kill_again & (1 << at)) 2712 if (will_kill_again & (1 << at))
2670 force->resist[at] = 100; 2713 force->resist[at] = 100;
2671 2714
2672 insert_ob_in_ob (force, op); 2715 insert_ob_in_ob (force, op);
2677} 2720}
2678 2721
2679static void 2722static void
2680loot_object (object *op) 2723loot_object (object *op)
2681{ /* Grab and destroy some treasure */ 2724{ /* Grab and destroy some treasure */
2682 object *tmp, *tmp2, *next; 2725 object *tmp, *next;
2683 2726
2684 op->close_container (); /* close open sack first */ 2727 op->close_container (); /* close open sack first */
2685 2728
2686 for (tmp = op->inv; tmp; tmp = next) 2729 for (tmp = op->inv; tmp; tmp = next)
2687 { 2730 {
2719void 2762void
2720fix_weight () 2763fix_weight ()
2721{ 2764{
2722 for_all_players (pl) 2765 for_all_players (pl)
2723 { 2766 {
2724 sint32 old = pl->ob->carrying; 2767 weight_t old = pl->ob->carrying;
2725 2768
2726 pl->ob->update_weight (); 2769 pl->ob->update_weight ();
2727 2770
2728 if (old != pl->ob->carrying) 2771 if (old != pl->ob->carrying)
2729 { 2772 {
2924 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above) 2967 for (tmp = GET_MAP_OB (m, x, y); tmp; tmp = tmp->above)
2925 { 2968 {
2926 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE]) 2969 if ((player ||friendly) &&tmp->flag [FLAG_MONSTER] && !tmp->flag [FLAG_UNAGGRESSIVE])
2927 return 1; 2970 return 1;
2928 else if (tmp->type == PLAYER) 2971 else if (tmp->type == PLAYER)
2929 {
2930 /*don't let a hidden DM prevent you from hiding */
2931 if (!tmp->flag [FLAG_WIZ] || tmp->contr->hidden == 0)
2932 return 1; 2972 return 1;
2933 }
2934 } 2973 }
2935 } 2974 }
2936 return 0; 2975 return 0;
2937} 2976}
2938 2977
2939/* check the player los field for viewability of the 2978/* check the player los field for viewability of the
2940 * object op. This function works fine for monsters, 2979 * object op. This function works fine for monsters,
2941 * but we dont worry if the object isnt the top one in 2980 * but we dont worry if the object isnt the top one in
2942 * a pile (say a coin under a table would return "viewable" 2981 * a pile (say a coin under a table would return "viewable"
2943 * by this routine). Another question, should we be 2982 * by this routine). Another question, should we be
2944 * concerned with the direction the player is looking 2983 * concerned with the direction the player is looking
2945 * in? Realistically, most of us can't see stuff behind 2984 * in? Realistically, most of us can't see stuff behind
2946 * our backs...on the other hand, does the "facing" direction 2985 * our backs...on the other hand, does the "facing" direction
2947 * imply the way your head, or body is facing? It's possible 2986 * imply the way your head, or body is facing? It's possible
2948 * for them to differ. Sigh, this fctn could get a bit more complex. 2987 * for them to differ. Sigh, this fctn could get a bit more complex.
2949 * -b.t. 2988 * -b.t.
2950 * This function is now map tiling safe. 2989 * This function is now map tiling safe.
2951 */ 2990 */
2952int 2991int
2953player_can_view (object *pl, object *op) 2992player_can_view (object *pl, object *op)
2954{ 2993{

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