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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.45 by root, Wed Aug 1 00:26:03 2007 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 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 8 * Deliantra is free software: you can redistribute it and/or modify
9 * it under the terms of the GNU General Public License as published by 9 * it under the terms of the GNU General Public License as published by
10 * the Free Software Foundation, either version 3 of the License, or 10 * the Free Software Foundation, either version 3 of the License, or
11 * (at your option) 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, 13 * This program is distributed in the hope that it will be useful,
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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program. If not, see <http://www.gnu.org/licenses/>. 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * 20 *
21 * 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>
22 */ 22 */
23 23
24/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
25 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
26 * of code 26 * of code
36/* 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
37 * 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)
38 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
39 * op is the spell object. 39 * op is the spell object.
40 */ 40 */
41
42void 41void
43check_spell_knockback (object *op) 42check_spell_knockback (object *op)
44{ 43{
45 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
46 int weight_move; 45 int weight_move;
106 * 105 *
107 * BOLT CODE 106 * BOLT CODE
108 * 107 *
109 ***************************************************************************/ 108 ***************************************************************************/
110 109
111/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
112 * is the first piece of the fork. 111 * is the first piece of the fork.
113 */ 112 */
114
115void 113void
116forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
117{ 115{
118 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
119 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
343 * BULLET/BALL CODE 341 * BULLET/BALL CODE
344 * 342 *
345 ***************************************************************************/ 343 ***************************************************************************/
346 344
347/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
348 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
349 * At least that is what I think this does. 347 * At least that is what I think this does.
350 */ 348 */
351void 349void
352explosion (object *op) 350explosion (object *op)
353{ 351{
405 return; 403 return;
406 } 404 }
407 405
408 if (op->env) 406 if (op->env)
409 { 407 {
410 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
411 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
412 { 411 {
413 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
414 op->destroy (); 413 op->destroy ();
415 return; 414 return;
416 } 415 }
619 int mflags; 618 int mflags;
620 619
621 if (!spob->other_arch) 620 if (!spob->other_arch)
622 return 0; 621 return 0;
623 622
624 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
625 if (tmp == NULL) 624 if (!tmp)
626 return 0; 625 return 0;
627 626
628 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
629 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);
630 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
631 if (spob->slaying) 630 if (spob->slaying)
632 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
633 632
643 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
644 643
645 tmp->set_owner (op); 644 tmp->set_owner (op);
646 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
647 646
648 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
649 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
650 tmp->map = op->map; 649 tmp->map = op->map;
651 650
652 maptile *newmap; 651 maptile *newmap;
653 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);
654 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
937 * op is the original bomb object. 936 * op is the original bomb object.
938 */ 937 */
939void 938void
940animate_bomb (object *op) 939animate_bomb (object *op)
941{ 940{
942 int i;
943 object *env, *tmp;
944
945 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
946 return; 942 return;
947 943
948 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
949 945
950 if (op->env) 946 if (op->env)
951 { 947 {
952 if (env->map == NULL) 948 if (env->map == NULL)
953 return; 949 return;
954
955 if (env->type == PLAYER)
956 esrv_del_item (env->contr, op->count);
957 950
958 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
959 return; 952 return;
960 } 953 }
961 954
972 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
973 * so just set up the appropriate values. 966 * so just set up the appropriate values.
974 */ 967 */
975 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
976 { 969 {
977 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
978 { 971 {
979 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
980 continue; 973 continue;
981 974
982 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
983 tmp->direction = i; 976 tmp->direction = i;
984 tmp->range = op->range; 977 tmp->range = op->range;
985 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
986 tmp->duration = op->duration; 979 tmp->duration = op->duration;
987 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1001} 994}
1002 995
1003int 996int
1004create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1005{ 998{
1006
1007 object *tmp; 999 object *tmp;
1008 int mflags; 1000 int mflags;
1009 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1010 maptile *m; 1002 maptile *m;
1011 1003
1013 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1014 { 1006 {
1015 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1016 return 0; 1008 return 0;
1017 } 1009 }
1010
1018 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1019 1012
1020 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1021 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1022 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1173 /* ok, tell it where to be, and insert! */ 1166 /* ok, tell it where to be, and insert! */
1174 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1175 1168
1176 return 1; 1169 return 1;
1177} 1170}
1178
1179 1171
1180/**************************************************************************** 1172/****************************************************************************
1181 * 1173 *
1182 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1183 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1374 { 1366 {
1375 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1376 return 0; 1368 return 0;
1377 } 1369 }
1378 1370
1371 tmp = tmp->head_ ();
1372
1379 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1380 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1381 { 1375 {
1382 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1383 { 1377 {
1384 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1385 { 1379 {
1391 return 0; 1385 return 0;
1392 } 1386 }
1393 } 1387 }
1394 } 1388 }
1395 1389
1396 if (force == NULL) 1390 if (!force)
1397 { 1391 {
1398 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1399 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1400 if (spell_ob->race) 1395 if (spell_ob->race)
1401 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1402 else 1397 else
1403 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1404 1399
1414 { 1409 {
1415 force->duration = duration; 1410 force->duration = duration;
1416 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1417 } 1412 }
1418 else 1413 else
1419 {
1420 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1421 } 1415
1422 return 1; 1416 return 1;
1423 } 1417 }
1418
1424 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1425 force->speed = 1.f; 1420 force->speed = 1.f;
1426 force->speed_left = -1.f; 1421 force->speed_left = -1.f;
1427 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1428 1423
1601 } 1596 }
1602 1597
1603 /* charm */ 1598 /* charm */
1604 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1605 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1606 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1607 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1608 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1609 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1610 head->set_owner (op); 1607 head->set_owner (op);
1611 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1730 1727
1731 op->direction = i; 1728 op->direction = i;
1732 } 1729 }
1733} 1730}
1734 1731
1735
1736/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1737 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1738 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1739 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1740 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1741 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1742 */ 1738 */
1743
1744void 1739void
1745move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1746{ 1741{
1747#if 0 1742#if 0
1748 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1749 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1750 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1751 int adjustdir; 1746 int adjustdir;
1752 maptile *m; 1747 maptile *m;
1753#endif 1748#endif
1754 int basedir;
1755 object *owner; 1749 object *owner = op->env;
1756 1750
1757 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1758 if (op->duration == 0 || owner == NULL)
1759 { 1752 {
1760 op->destroy (); 1753 op->destroy ();
1761 return; 1754 return;
1762 } 1755 }
1763 1756
1764 op->duration--; 1757 op->duration--;
1765 1758
1766 basedir = op->direction; 1759 int basedir = op->direction;
1767 if (basedir == 0) 1760 if (!basedir)
1768 {
1769 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1770 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1771 }
1772 1763
1773#if 0 1764#if 0
1774 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1775 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1776 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1836 { 1827 {
1837 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1838 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1839 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1840 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1841 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1842 } 1833 }
1843} 1834}
1844
1845
1846
1847 1835
1848/* fire_swarm: 1836/* fire_swarm:
1849 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1850 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1851 * the parts of the swarm. 1839 * the parts of the swarm.
1854 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1855 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1856 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1857 * n: the number to be fired. 1845 * n: the number to be fired.
1858 */ 1846 */
1859
1860int 1847int
1861fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1862{ 1849{
1863 object *tmp;
1864 int i;
1865
1866 if (!spell->other_arch) 1850 if (!spell->other_arch)
1867 return 0; 1851 return 0;
1868 1852
1869 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1870 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1871 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1872
1873 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1874 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1875
1876 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1877 1858
1878 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1879 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1880 return 1; 1861 return 1;
1881 1862
1882 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1883 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1884 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1885 1866
1886 tmp->direction = dir; 1867 tmp->direction = dir;
1887 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1888 1871
1889 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1890 return 1; 1874 return 1;
1891} 1875}
1892
1893 1876
1894/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1895 * function. 1878 * function.
1896 */ 1879 */
1897int 1880int
1959 1942
1960 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1961 return 1; 1944 return 1;
1962} 1945}
1963 1946
1964
1965
1966
1967/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1968 * player and infects someone. 1948 * player and infects someone.
1969 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1970 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1971 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1972 */ 1952 */
1973
1974int 1953int
1975cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1976{ 1955{
1977 sint16 x, y; 1956 sint16 x, y;
1978 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
1985 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
1986 * direction the player is pointing. 1965 * direction the player is pointing.
1987 */ 1966 */
1988 if (!dir) 1967 if (!dir)
1989 dir = op->facing; 1968 dir = op->facing;
1969
1990 if (!dir) 1970 if (!dir)
1991 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
1992 1972
1993 /* Calculate these once here */ 1973 /* Calculate these once here */
1994 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2028 /* do level adjustments */ 2008 /* do level adjustments */
2029 if (disease->stats.wc) 2009 if (disease->stats.wc)
2030 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2031 2011
2032 if (disease->magic > 0) 2012 if (disease->magic > 0)
2033 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2034 2014
2035 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2036 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2037 2017
2038 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)

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