ViewVC Help
View File | Revision Log | Show Annotations | Download File
/cvs/deliantra/server/server/spell_attack.C
(Generate patch)

Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.37 by root, Mon May 28 21:28:36 2007 UTC vs.
Revision 1.58 by root, Sat May 17 14:57:23 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * 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 along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 44 int weight_move;
48 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */ 45 int frictionmod = 2; /*poor man's physics - multipy targets weight by this amount */
49 46
50 if (!op->weight) 47 if (!op->weight)
51 { /*shouldn't happen but if cone object has no weight drop out */ 48 { /*shouldn't happen but if cone object has no weight drop out */
56 { 53 {
57 weight_move = op->weight + (op->weight * op->level) / 3; 54 weight_move = op->weight + (op->weight * op->level) / 3;
58 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */ 55 /*LOG (llevDebug, "DEBUG: arch weighs %d and masses %d (%s,level %d)\n", op->weight,weight_move,op->name,op->level); */
59 } 56 }
60 57
61 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 58 for (object *tmp = op->ms ().bot; tmp; tmp = tmp->above)
62 { 59 {
63 int num_sections = 1; 60 int num_sections = 1;
64 61
65 /* don't move DM */ 62 /* don't move DM */
66 if (QUERY_FLAG (tmp, FLAG_WIZ)) 63 if (QUERY_FLAG (tmp, FLAG_WIZ))
73 /* don't move floors or immobile objects */ 70 /* don't move floors or immobile objects */
74 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK))) 71 if (QUERY_FLAG (tmp, FLAG_IS_FLOOR) || (!QUERY_FLAG (tmp, FLAG_ALIVE) && QUERY_FLAG (tmp, FLAG_NO_PICK)))
75 continue; 72 continue;
76 73
77 /* count the object's sections */ 74 /* count the object's sections */
78 for (tmp2 = tmp; tmp2 != NULL; tmp2 = tmp2->more) 75 for (object *tmp2 = tmp; tmp2; tmp2 = tmp2->more)
79 num_sections++; 76 num_sections++;
80 77
81 /* I'm not sure if it makes sense to divide by num_sections - bigger 78 /* I'm not sure if it makes sense to divide by num_sections - bigger
82 * objects should be harder to move, and we are moving the entire 79 * objects should be harder to move, and we are moving the entire
83 * object, not just the head, so the total weight should be relevant. 80 * object, not just the head, so the total weight should be relevant.
107 * 104 *
108 * BOLT CODE 105 * BOLT CODE
109 * 106 *
110 ***************************************************************************/ 107 ***************************************************************************/
111 108
112/* Causes op to fork. op is the original bolt, tmp 109/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 110 * is the first piece of the fork.
114 */ 111 */
115
116void 112void
117forklightning (object *op, object *tmp) 113forklightning (object *op, object *tmp)
118{ 114{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 115 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 116 int t_dir; /* stores temporary dir calculation */
159} 155}
160 156
161/* move_bolt: moves bolt 'op'. Basically, it just advances a space, 157/* move_bolt: moves bolt 'op'. Basically, it just advances a space,
162 * and checks for various things that may stop it. 158 * and checks for various things that may stop it.
163 */ 159 */
164
165void 160void
166move_bolt (object *op) 161move_bolt (object *op)
167{ 162{
168 int mflags; 163 int mflags;
169 sint16 x, y; 164 sint16 x, y;
252 tmp->duration++; 247 tmp->duration++;
253 248
254 /* New forking code. Possibly create forks of this object 249 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 250 * going off in other directions.
256 */ 251 */
257 if (rndm (0, 99) < tmp->stats.Dex) 252 if (tmp->stats.Dex && rndm (0, 99) < tmp->stats.Dex)
258 { /* stats.Dex % of forking */ 253 forklightning (op, tmp); /* stats.Dex % of forking */
259 forklightning (op, tmp);
260 }
261 254
262 /* In this way, the object left behind sticks on the space, but 255 /* In this way, the object left behind sticks on the space, but
263 * doesn't create any bolts that continue to move onward. 256 * doesn't create any bolts that continue to move onward.
264 */ 257 */
265 op->range = 0; 258 op->range = 0;
289 return 0; 282 return 0;
290 283
291 /* peterm: level dependency for bolts */ 284 /* peterm: level dependency for bolts */
292 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 285 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
293 tmp->attacktype = spob->attacktype; 286 tmp->attacktype = spob->attacktype;
287
294 if (spob->slaying) 288 if (spob->slaying)
295 tmp->slaying = spob->slaying; 289 tmp->slaying = spob->slaying;
290
296 tmp->range = spob->range + SP_level_range_adjust (caster, spob); 291 tmp->range = spob->range + SP_level_range_adjust (caster, spob);
297 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob); 292 tmp->duration = spob->duration + SP_level_duration_adjust (caster, spob);
298 tmp->stats.Dex = spob->stats.Dex; 293 tmp->stats.Dex = spob->stats.Dex;
299 tmp->stats.Con = spob->stats.Con; 294 tmp->stats.Con = spob->stats.Con;
300 295
336 if ((tmp = tmp->insert_at (tmp, op))) 331 if ((tmp = tmp->insert_at (tmp, op)))
337 move_bolt (tmp); 332 move_bolt (tmp);
338 333
339 return 1; 334 return 1;
340} 335}
341
342
343 336
344/*************************************************************************** 337/***************************************************************************
345 * 338 *
346 * BULLET/BALL CODE 339 * BULLET/BALL CODE
347 * 340 *
348 ***************************************************************************/ 341 ***************************************************************************/
349 342
350/* expands an explosion. op is a piece of the 343/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 344 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 345 * At least that is what I think this does.
353 */ 346 */
354void 347void
355explosion (object *op) 348explosion (object *op)
356{ 349{
390 } 383 }
391 } 384 }
392 } 385 }
393} 386}
394 387
395
396/* Causes an object to explode, eg, a firebullet, 388/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 389 * poison cloud ball, etc. op is the object to
398 * explode. 390 * explode.
399 */ 391 */
400void 392void
409 return; 401 return;
410 } 402 }
411 403
412 if (op->env) 404 if (op->env)
413 { 405 {
414 object *env = object_get_env_recursive (op); 406 object *env = op->outer_env ();
407
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 408 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 409 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 410 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 411 op->destroy ();
419 return; 412 return;
420 } 413 }
438 } 431 }
439 432
440 if (op->attacktype) 433 if (op->attacktype)
441 { 434 {
442 hit_map (op, 0, op->attacktype, 1); 435 hit_map (op, 0, op->attacktype, 1);
436
443 if (op->destroyed ()) 437 if (op->destroyed ())
444 return; 438 return;
445 } 439 }
446 440
447 /* other_arch contains what this explodes into */ 441 /* other_arch contains what this explodes into */
487 481
488 /* Prevent recursion */ 482 /* Prevent recursion */
489 op->move_on = 0; 483 op->move_on = 0;
490 484
491 tmp->insert_at (op, op); 485 tmp->insert_at (op, op);
486 tmp->play_sound (tmp->sound);
487
492 /* remove the firebullet */ 488 /* remove the firebullet */
493 op->destroy (); 489 op->destroy ();
494} 490}
495 491
496/* checks to see what op should do, given the space it is on 492/* checks to see what op should do, given the space it is on
523 for (tmp = op->ms ().bot; tmp; tmp = tmp->above) 519 for (tmp = op->ms ().bot; tmp; tmp = tmp->above)
524 { 520 {
525 if (QUERY_FLAG (tmp, FLAG_ALIVE)) 521 if (QUERY_FLAG (tmp, FLAG_ALIVE))
526 { 522 {
527 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1); 523 dam = hit_player (tmp, op->stats.dam, op, op->attacktype, 1);
524
528 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0) 525 if (op->destroyed () || !tmp->destroyed () || (op->stats.dam -= dam) < 0)
529 { 526 {
530 if (!QUERY_FLAG (op, FLAG_REMOVED)) 527 if (!QUERY_FLAG (op, FLAG_REMOVED))
531 { 528 {
532 op->destroy (); 529 op->destroy ();
612 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 610 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
615 * pointers. 612 * pointers.
616 */ 613 */
617
618int 614int
619fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 616{
621 object *tmp = NULL; 617 object *tmp = NULL;
622 int mflags; 618 int mflags;
623 619
624 if (!spob->other_arch) 620 if (!spob->other_arch)
625 return 0; 621 return 0;
626 622
627 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 624 if (!tmp)
629 return 0; 625 return 0;
630 626
631 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 630 if (spob->slaying)
635 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
636 632
646 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
647 643
648 tmp->set_owner (op); 644 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
650 646
651 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 649 tmp->map = op->map;
654 650
655 maptile *newmap; 651 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
707/* move_cone: causes cone object 'op' to move a space/hit creatures */ 703/* move_cone: causes cone object 'op' to move a space/hit creatures */
708 704
709void 705void
710move_cone (object *op) 706move_cone (object *op)
711{ 707{
712 int i;
713
714 /* if no map then hit_map will crash so just ignore object */ 708 /* if no map then hit_map will crash so just ignore object */
715 if (!op->map) 709 if (!op->map)
716 { 710 {
717 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown"); 711 LOG (llevError, "Tried to move_cone object %s without a map.\n", op->name ? &op->name : "unknown");
718 op->set_speed (0); 712 op->set_speed (0);
763 { 757 {
764 op->range = 0; /* just so it doesn't wrap */ 758 op->range = 0; /* just so it doesn't wrap */
765 return; 759 return;
766 } 760 }
767 761
768 for (i = -1; i < 2; i++) 762 for (int i = -1; i <= 1; i++)
769 { 763 {
770 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)]; 764 sint16 x = op->x + freearr_x[absdir (op->stats.sp + i)], y = op->y + freearr_y[absdir (op->stats.sp + i)];
771 765
772 if (ok_to_put_more (op->map, x, y, op, op->attacktype)) 766 if (ok_to_put_more (op->map, x, y, op, op->attacktype))
773 { 767 {
820 814
821 /* Need to know what the movetype of the object we are about 815 /* Need to know what the movetype of the object we are about
822 * to create is, so we can know if the space we are about to 816 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 817 * insert it into is blocked.
824 */ 818 */
825 movetype = spell->other_arch->clone.move_type; 819 movetype = spell->other_arch->move_type;
826 820
827 for (i = range_min; i <= range_max; i++) 821 for (i = range_min; i <= range_max; i++)
828 { 822 {
829 sint16 x, y, d; 823 sint16 x, y, d;
830 824
909 else 903 else
910 tmp->duration += caster->level / 3; 904 tmp->duration += caster->level / 3;
911 } 905 }
912 906
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 907 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 908 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 909
916 if (!tmp->move_on && tmp->stats.dam) 910 if (!tmp->move_on && tmp->stats.dam)
917 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 912
919 m->insert (tmp, sx, sy, op); 913 m->insert (tmp, sx, sy, op);
920 914
921 /* This is used for tracking spells so that one effect doesn't hit 915 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 916 * a single space too many times.
934 * 928 *
935 * BOMB related code 929 * BOMB related code
936 * 930 *
937 ****************************************************************************/ 931 ****************************************************************************/
938 932
939
940/* This handles an exploding bomb. 933/* This handles an exploding bomb.
941 * op is the original bomb object. 934 * op is the original bomb object.
942 */ 935 */
943void 936void
944animate_bomb (object *op) 937animate_bomb (object *op)
945{ 938{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 939 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 940 return;
951 941
952 env = object_get_env_recursive (op); 942 object *env = op->outer_env ();
953 943
954 if (op->env) 944 if (op->env)
955 { 945 {
956 if (env->map == NULL) 946 if (env->map == NULL)
957 return; 947 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 948
962 if (!(op = op->insert_at (env, op))) 949 if (!(op = op->insert_at (env, op)))
963 return; 950 return;
964 } 951 }
965 952
976 * but using the cast_bullet isn't really feasible, 963 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 964 * so just set up the appropriate values.
978 */ 965 */
979 if (archetype *at = archetype::find (SPLINT)) 966 if (archetype *at = archetype::find (SPLINT))
980 { 967 {
981 for (i = 1; i < 9; i++) 968 for (int i = 1; i < 9; i++)
982 { 969 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 970 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 971 continue;
985 972
986 tmp = arch_to_object (at); 973 object *tmp = arch_to_object (at);
987 tmp->direction = i; 974 tmp->direction = i;
988 tmp->range = op->range; 975 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 976 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 977 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 978 tmp->attacktype = op->attacktype;
1005} 992}
1006 993
1007int 994int
1008create_bomb (object *op, object *caster, int dir, object *spell) 995create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 996{
1010
1011 object *tmp; 997 object *tmp;
1012 int mflags; 998 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 999 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1000 maptile *m;
1015 1001
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1003 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1004 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1005 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1006 return 0;
1021 } 1007 }
1008
1022 tmp = arch_to_object (spell->other_arch); 1009 tmp = arch_to_object (spell->other_arch);
1023 1010
1024 /* level dependencies for bomb */ 1011 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1012 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1013 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1034 * dir is the direction to look in.
1048 * range is how far out to look. 1035 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1036 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1037 * this info is used for blocked magic/unholy spaces.
1051 */ 1038 */
1052
1053object * 1039object *
1054get_pointed_target (object *op, int dir, int range, int type) 1040get_pointed_target (object *op, int dir, int range, int type)
1055{ 1041{
1056 object *target; 1042 object *target;
1057 sint16 x, y; 1043 sint16 x, y;
1076 return NULL; 1062 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1063 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1064 return NULL;
1079 1065
1080 if (mflags & P_IS_ALIVE) 1066 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1067 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1068 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1069 return target;
1087 }
1088 }
1089 }
1090 } 1070 }
1071
1091 return NULL; 1072 return NULL;
1092} 1073}
1093
1094 1074
1095/* cast_smite_arch() - the priest points to a creature and causes 1075/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1076 * a 'godly curse' to decend.
1097 * usual params - 1077 * usual params -
1098 * op = player 1078 * op = player
1099 * caster = object casting the spell. 1079 * caster = object casting the spell.
1100 * dir = direction being cast 1080 * dir = direction being cast
1101 * spell = spell object 1081 * spell = spell object
1102 */ 1082 */
1103
1104int 1083int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1084cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1085{
1107 object *effect, *target; 1086 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1087 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1165 effect->insert_at (target, op);
1187 1166
1188 return 1; 1167 return 1;
1189} 1168}
1190 1169
1191
1192/**************************************************************************** 1170/****************************************************************************
1193 * 1171 *
1194 * MAGIC MISSILE code. 1172 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1173 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1174 * code here is just to move the missile.
1198 1176
1199/* op is a missile that needs to be moved */ 1177/* op is a missile that needs to be moved */
1200void 1178void
1201move_missile (object *op) 1179move_missile (object *op)
1202{ 1180{
1203 int i, mflags;
1204 object *owner;
1205 sint16 new_x, new_y;
1206 maptile *m;
1207
1208 if (op->range-- <= 0) 1181 if (op->range-- <= 0)
1209 { 1182 {
1210 op->destroy (); 1183 op->destroy ();
1211 return; 1184 return;
1212 } 1185 }
1213 1186
1214 owner = op->owner; 1187 mapxy pos (op);
1215#if 0 1188 pos.move (op->direction);
1216 /* It'd make things nastier if this wasn't here - spells cast by 1189
1217 * monster that are then killed would continue to survive 1190 if (!pos.normalise ())
1218 */
1219 if (owner == NULL)
1220 { 1191 {
1221 op->destroy (); 1192 op->destroy ();
1222 return; 1193 return;
1223 } 1194 }
1224#endif
1225 1195
1226 new_x = op->x + DIRX (op); 1196 mapspace &ms = pos.ms ();
1227 new_y = op->y + DIRY (op);
1228 1197
1229 mflags = get_map_flags (op->map, &m, new_x, new_y, &new_x, &new_y); 1198 if (ms.flags () & P_IS_ALIVE || ms.blocks (op))
1230
1231 if (!(mflags & P_OUT_OF_MAP) && ((mflags & P_IS_ALIVE) || OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, new_x, new_y))))
1232 { 1199 {
1233 hit_map (op, op->direction, AT_MAGIC, 1); 1200 hit_map (op, op->direction, AT_MAGIC, 1);
1234 /* Basically, missile only hits one thing then goes away. 1201 /* Basically, missile only hits one thing then goes away.
1235 * we need to remove it if someone hasn't already done so. 1202 * we need to remove it if someone hasn't already done so.
1236 */ 1203 */
1237 if (!op->destroyed ())
1238 op->destroy ();
1239
1240 return;
1241 }
1242
1243 op->remove ();
1244
1245 if (!op->direction || (mflags & P_OUT_OF_MAP))
1246 {
1247 op->destroy (); 1204 op->destroy ();
1248 return; 1205 return;
1249 } 1206 }
1250 1207
1208 if (!op->direction)
1209 {
1210 op->destroy ();
1211 return;
1212 }
1213
1251 i = spell_find_dir (m, new_x, new_y, op->owner); 1214 int i = spell_find_dir (pos.m, pos.x, pos.y, op->owner);
1252 if (i > 0 && i != op->direction) 1215 if (i > 0 && i != op->direction)
1253 { 1216 {
1254 op->direction = i; 1217 op->direction = i;
1255 SET_ANIMATION (op, op->direction); 1218 SET_ANIMATION (op, op->direction);
1256 } 1219 }
1257 1220
1258 m->insert (op, new_x, new_y, op); 1221 pos.insert (op, op);
1259} 1222}
1260 1223
1261/**************************************************************************** 1224/****************************************************************************
1262 * Destruction 1225 * Destruction
1263 ****************************************************************************/ 1226 ****************************************************************************/
1266 * we do this by creating a force and inserting it in the 1229 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1230 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1231 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1232 * give them the capability to have an inventory. b.t.
1270 */ 1233 */
1271
1272int 1234int
1273make_object_glow (object *op, int radius, int time) 1235make_object_glow (object *op, int radius, int time)
1274{ 1236{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1237 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1238 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1239 return 0;
1280 1240
1281 tmp = get_archetype (FORCE_NAME); 1241 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1242 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1243 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1244 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1245 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1246 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1247 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1248
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1249 tmp = insert_ob_in_ob (tmp, op);
1250
1294 if (tmp->glow_radius > op->glow_radius) 1251 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1252 op->glow_radius = tmp->glow_radius;
1296 1253
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1254 return 1;
1303} 1255}
1304 1256
1305int 1257int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1258cast_destruction (object *op, object *caster, object *spell_ob)
1331 else 1283 else
1332 op->skill = NULL; 1284 op->skill = NULL;
1333 1285
1334 op->change_skill (find_skill_by_name (op, op->skill)); 1286 op->change_skill (find_skill_by_name (op, op->skill));
1335 1287
1336 for (i = -range; i < range; i++) 1288 for (i = -range; i <= range; i++)
1337 { 1289 {
1338 for (j = -range; j < range; j++) 1290 for (j = -range; j <= range; j++)
1339 { 1291 {
1340 m = op->map; 1292 m = op->map;
1341 sx = op->x + i; 1293 sx = op->x + i;
1342 sy = op->y + j; 1294 sy = op->y + j;
1343 1295
1360 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER))) 1312 (!friendly && (QUERY_FLAG (tmp, FLAG_FRIENDLY) || tmp->type == PLAYER)))
1361 { 1313 {
1362 if (spell_ob->subtype == SP_DESTRUCTION) 1314 if (spell_ob->subtype == SP_DESTRUCTION)
1363 { 1315 {
1364 hit_player (tmp, dam, op, spell_ob->attacktype, 0); 1316 hit_player (tmp, dam, op, spell_ob->attacktype, 0);
1317
1365 if (spell_ob->other_arch) 1318 if (spell_ob->other_arch)
1366 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op); 1319 m->insert (arch_to_object (spell_ob->other_arch), sx, sy, op);
1367 } 1320 }
1368 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100) 1321 else if (spell_ob->subtype == SP_FAERY_FIRE && tmp->resist[ATNR_MAGIC] != 100)
1369 { 1322 {
1397 { 1350 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1351 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0; 1352 return 0;
1400 } 1353 }
1401 1354
1355 tmp = tmp->head_ ();
1356
1402 /* If we've already got a force of this type, don't add a new one. */ 1357 /* If we've already got a force of this type, don't add a new one. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1358 for (force = tmp->inv; force; force = force->below)
1404 { 1359 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1360 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1361 {
1407 if (force->name == spell_ob->name) 1362 if (force->name == spell_ob->name)
1408 { 1363 {
1414 return 0; 1369 return 0;
1415 } 1370 }
1416 } 1371 }
1417 } 1372 }
1418 1373
1419 if (force == NULL) 1374 if (!force)
1420 { 1375 {
1421 force = get_archetype (FORCE_NAME); 1376 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1377 force->subtype = FORCE_CHANGE_ABILITY;
1378
1423 if (spell_ob->race) 1379 if (spell_ob->race)
1424 force->name = spell_ob->race; 1380 force->name = spell_ob->race;
1425 else 1381 else
1426 force->name = spell_ob->name; 1382 force->name = spell_ob->name;
1427 1383
1437 { 1393 {
1438 force->duration = duration; 1394 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1395 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1396 }
1441 else 1397 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1398 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1399
1445 return 1; 1400 return 1;
1446 } 1401 }
1402
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1403 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f; 1404 force->speed = 1.f;
1449 force->speed_left = -1.f; 1405 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1406 SET_FLAG (force, FLAG_APPLIED);
1451 1407
1624 } 1580 }
1625 1581
1626 /* charm */ 1582 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1583 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1584 {
1585 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1586
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1587 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1588 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1589 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1590 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1591 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1592 set_spell_skill (op, caster, spell, head);
1728 1686
1729 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op))) 1687 if ((mflags & P_IS_ALIVE) && (!owner || owner->x != hx || owner->y != hy || !on_same_map (owner, op)))
1730 { 1688 {
1731 if (j) 1689 if (j)
1732 op->stats.dam = dam_save / 2; 1690 op->stats.dam = dam_save / 2;
1691
1733 hit_map (op, j, op->attacktype, 1); 1692 hit_map (op, j, op->attacktype, 1);
1734
1735 } 1693 }
1736 1694
1737 /* insert the other arch */ 1695 /* insert the other arch */
1738 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy)))) 1696 if (op->other_arch && !(OB_TYPE_MOVE_BLOCK (op, GET_MAP_MOVE_BLOCK (m, hx, hy))))
1739 m->insert (arch_to_object (op->other_arch), hx, hy, op); 1697 m->insert (arch_to_object (op->other_arch), hx, hy, op);
1753 1711
1754 op->direction = i; 1712 op->direction = i;
1755 } 1713 }
1756} 1714}
1757 1715
1758
1759/* move_swarm_spell: peterm 1716/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1717 * This is an implementation of the swarm spell. It was written for
1761 * meteor swarm, but it could be used for any swarm. A swarm spell 1718 * meteor swarm, but it could be used for any swarm. A swarm spell
1762 * is a special type of object that casts swarms of other types 1719 * is a special type of object that casts swarms of other types
1763 * of spells. Which spell it casts is flexible. It fires the spells 1720 * of spells. Which spell it casts is flexible. It fires the spells
1764 * from a set of squares surrounding the caster, in a given direction. 1721 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1722 */
1766
1767void 1723void
1768move_swarm_spell (object *op) 1724move_swarm_spell (object *op)
1769{ 1725{
1770#if 0 1726#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1727 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1728 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1729 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1730 int adjustdir;
1775 maptile *m; 1731 maptile *m;
1776#endif 1732#endif
1777 int basedir;
1778 object *owner; 1733 object *owner = op->env;
1779 1734
1780 owner = op->owner; 1735 if (!op->duration || !owner->is_on_map ())
1781 if (op->duration == 0 || owner == NULL)
1782 { 1736 {
1783 op->destroy (); 1737 op->destroy ();
1784 return; 1738 return;
1785 } 1739 }
1786 1740
1787 op->duration--; 1741 op->duration--;
1788 1742
1789 basedir = op->direction; 1743 int basedir = op->direction;
1790 if (basedir == 0) 1744 if (!basedir)
1791 {
1792 /* spray in all directions! 8) */ 1745 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1746 basedir = (op->facing += op->state) % 8 + 1;
1794 }
1795 1747
1796#if 0 1748#if 0
1797 // this is bogus: it causes wrong places to be checked below 1749 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1750 // (a wall 2 cells away will block the effect...) and
1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1751 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1859 { 1811 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1812 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1813 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1814 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1815 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1816 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1817 }
1866} 1818}
1867
1868
1869
1870 1819
1871/* fire_swarm: 1820/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1821 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1822 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1823 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1826 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1827 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1828 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1829 * n: the number to be fired.
1881 */ 1830 */
1882
1883int 1831int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1832fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1833{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1834 if (!spell->other_arch)
1890 return 0; 1835 return 0;
1891 1836
1892 tmp = get_archetype (SWARM_SPELL); 1837 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1894 set_spell_skill (op, caster, spell, tmp); 1838 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1839 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1840 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1841 tmp->attacktype = tmp->spell->attacktype;
1900 1842
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1843 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1844 if (!tailor_god_spell (tmp, op))
1903 return 1; 1845 return 1;
1904 1846
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1847 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1848 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1849 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1850
1909 tmp->direction = dir; 1851 tmp->direction = dir;
1910 tmp->invisible = 1; 1852 tmp->invisible = 1;
1853 tmp->facing = rndm (1, 8); // initial firing direction
1854 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1855
1912 tmp->insert_at (op, op); 1856 op->insert (tmp);
1857
1913 return 1; 1858 return 1;
1914} 1859}
1915
1916 1860
1917/* See the spells documentation file for why this is its own 1861/* See the spells documentation file for why this is its own
1918 * function. 1862 * function.
1919 */ 1863 */
1920int 1864int
1951 if (QUERY_FLAG (target, FLAG_MONSTER)) 1895 if (QUERY_FLAG (target, FLAG_MONSTER))
1952 { 1896 {
1953 /* oky doky. got a target monster. Lets make a blinding attack */ 1897 /* oky doky. got a target monster. Lets make a blinding attack */
1954 if (target->head) 1898 if (target->head)
1955 target = target->head; 1899 target = target->head;
1900
1956 (void) hit_player (target, dam, op, spell->attacktype, 1); 1901 hit_player (target, dam, op, spell->attacktype, 1);
1957 return 1; /* one success only! */ 1902 return 1; /* one success only! */
1958 } 1903 }
1959 } 1904 }
1960 1905
1961 /* no live target, perhaps a wall is in the way? */ 1906 /* no live target, perhaps a wall is in the way? */
1981 } 1926 }
1982 1927
1983 m->insert (tmp, x, y, op); 1928 m->insert (tmp, x, y, op);
1984 return 1; 1929 return 1;
1985} 1930}
1986
1987
1988
1989 1931
1990/* cast_cause_disease: this spell looks along <dir> from the 1932/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1933 * player and infects someone.
1992 * op is the player/monster, caster is the object, dir is the direction 1934 * op is the player/monster, caster is the object, dir is the direction
1993 * to cast, disease_arch is the specific disease, and type is the spell number 1935 * to cast, disease_arch is the specific disease, and type is the spell number
1994 * perhaps this should actually be in disease.c? 1936 * perhaps this should actually be in disease.c?
1995 */ 1937 */
1996
1997int 1938int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1939cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1940{
2000 sint16 x, y; 1941 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1942 int i, mflags, range, dam_mod, dur_mod;
2008 /* If casting from a scroll, no direction will be available, so refer to the 1949 /* If casting from a scroll, no direction will be available, so refer to the
2009 * direction the player is pointing. 1950 * direction the player is pointing.
2010 */ 1951 */
2011 if (!dir) 1952 if (!dir)
2012 dir = op->facing; 1953 dir = op->facing;
1954
2013 if (!dir) 1955 if (!dir)
2014 return 0; /* won't find anything if casting on ourself, so just return */ 1956 return 0; /* won't find anything if casting on ourself, so just return */
2015 1957
2016 /* Calculate these once here */ 1958 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1959 range = spell->range + SP_level_range_adjust (caster, spell);
2051 /* do level adjustments */ 1993 /* do level adjustments */
2052 if (disease->stats.wc) 1994 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 1995 disease->stats.wc += dur_mod / 2;
2054 1996
2055 if (disease->magic > 0) 1997 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 1998 disease->magic += dur_mod / 8;
2057 1999
2058 if (disease->stats.maxhp > 0) 2000 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2001 disease->stats.maxhp += dur_mod;
2060 2002
2061 if (disease->stats.maxgrace > 0) 2003 if (disease->stats.maxgrace > 0)
2099 if (infect_object (walk, disease, 1)) 2041 if (infect_object (walk, disease, 1))
2100 { 2042 {
2101 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2043 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2102 2044
2103 disease->destroy (); /* don't need this one anymore */ 2045 disease->destroy (); /* don't need this one anymore */
2104 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2046 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2105 return 1; 2047 return 1;
2106 } 2048 }
2107 2049
2108 disease->destroy (); 2050 disease->destroy ();
2109 } 2051 }

Diff Legend

Removed lines
+ Added lines
< Changed lines
> Changed lines