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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.31 by root, Fri Mar 30 21:53:09 2007 UTC vs.
Revision 1.49 by root, Thu Nov 8 19:43:28 2007 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 (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team 4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (C) 2002-2003 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * This program 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 2 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,
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 GNU General Public License 18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 * 20 *
22 * The authors can be reached via e-mail at <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
145 144
146 /* reduce chances of subsequent forking */ 145 /* reduce chances of subsequent forking */
147 new_bolt->stats.Dex -= 10; 146 new_bolt->stats.Dex -= 10;
148 tmp->stats.Dex -= 10; /* less forks from main bolt too */ 147 tmp->stats.Dex -= 10; /* less forks from main bolt too */
149 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */ 148 new_bolt->stats.Con += 25 * new_dir; /* adjust the left bias */
150 new_bolt->speed_left = -0.1; 149 new_bolt->speed_left = -0.1f;
151 new_bolt->direction = t_dir; 150 new_bolt->direction = t_dir;
152 new_bolt->duration++; 151 new_bolt->duration++;
153 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */ 152 new_bolt->stats.dam /= 2; /* reduce daughter bolt damage */
154 new_bolt->stats.dam++; 153 new_bolt->stats.dam++;
155 tmp->stats.dam /= 2; /* reduce father bolt damage */ 154 tmp->stats.dam /= 2; /* reduce father bolt damage */
245 else 244 else
246 { /* Create a copy of this object and put it ahead */ 245 { /* Create a copy of this object and put it ahead */
247 object *tmp = op->clone (); 246 object *tmp = op->clone ();
248 247
249 m->insert (tmp, x, y, op); 248 m->insert (tmp, x, y, op);
250 tmp->speed_left = -0.1; 249 tmp->speed_left = -0.1f;
251 /* To make up for the decrease at the top of the function */ 250 /* To make up for the decrease at the top of the function */
252 tmp->duration++; 251 tmp->duration++;
253 252
254 /* New forking code. Possibly create forks of this object 253 /* New forking code. Possibly create forks of this object
255 * going off in other directions. 254 * going off in other directions.
337 move_bolt (tmp); 336 move_bolt (tmp);
338 337
339 return 1; 338 return 1;
340} 339}
341 340
342
343
344/*************************************************************************** 341/***************************************************************************
345 * 342 *
346 * BULLET/BALL CODE 343 * BULLET/BALL CODE
347 * 344 *
348 ***************************************************************************/ 345 ***************************************************************************/
349 346
350/* expands an explosion. op is a piece of the 347/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 348 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 349 * At least that is what I think this does.
353 */ 350 */
354void 351void
355explosion (object *op) 352explosion (object *op)
356{ 353{
380 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype)) 377 if (ok_to_put_more (op->map, dx, dy, op, op->attacktype))
381 { 378 {
382 object *tmp = op->clone (); 379 object *tmp = op->clone ();
383 380
384 tmp->state = 0; 381 tmp->state = 0;
385 tmp->speed_left = -0.21; 382 tmp->speed_left = -0.21f;
386 tmp->range--; 383 tmp->range--;
387 tmp->value = 0; 384 tmp->value = 0;
388 385
389 m->insert (tmp, dx, dy, op); 386 m->insert (tmp, dx, dy, op);
390 } 387 }
391 } 388 }
392 } 389 }
393} 390}
394
395 391
396/* Causes an object to explode, eg, a firebullet, 392/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 393 * poison cloud ball, etc. op is the object to
398 * explode. 394 * explode.
399 */ 395 */
487 483
488 /* Prevent recursion */ 484 /* Prevent recursion */
489 op->move_on = 0; 485 op->move_on = 0;
490 486
491 tmp->insert_at (op, op); 487 tmp->insert_at (op, op);
488 tmp->play_sound (tmp->sound);
489
492 /* remove the firebullet */ 490 /* remove the firebullet */
493 op->destroy (); 491 op->destroy ();
494} 492}
495 493
496/* checks to see what op should do, given the space it is on 494/* checks to see what op should do, given the space it is on
612 * we remove the magic flag - that can be derived from 610 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 611 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 612 * This function sets up the appropriate owner and skill
615 * pointers. 613 * pointers.
616 */ 614 */
617
618int 615int
619fire_bullet (object *op, object *caster, int dir, object *spob) 616fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 617{
621 object *tmp = NULL; 618 object *tmp = NULL;
622 int mflags; 619 int mflags;
820 817
821 /* Need to know what the movetype of the object we are about 818 /* 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 819 * to create is, so we can know if the space we are about to
823 * insert it into is blocked. 820 * insert it into is blocked.
824 */ 821 */
825 movetype = spell->other_arch->clone.move_type; 822 movetype = spell->other_arch->move_type;
826 823
827 for (i = range_min; i <= range_max; i++) 824 for (i = range_min; i <= range_max; i++)
828 { 825 {
829 sint16 x, y, d; 826 sint16 x, y, d;
830 827
909 else 906 else
910 tmp->duration += caster->level / 3; 907 tmp->duration += caster->level / 3;
911 } 908 }
912 909
913 if (!(tmp->move_type & MOVE_FLY_LOW)) 910 if (!(tmp->move_type & MOVE_FLY_LOW))
914 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->name); 911 LOG (llevDebug, "cast_cone(): arch %s doesn't have flying 1\n", &spell->other_arch->archname);
915 912
916 if (!tmp->move_on && tmp->stats.dam) 913 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); 914 LOG (llevDebug, "cast_cone(): arch %s doesn't have move_on set\n", &spell->other_arch->archname);
918 915
919 m->insert (tmp, sx, sy, op); 916 m->insert (tmp, sx, sy, op);
920 917
921 /* This is used for tracking spells so that one effect doesn't hit 918 /* This is used for tracking spells so that one effect doesn't hit
922 * a single space too many times. 919 * a single space too many times.
933/**************************************************************************** 930/****************************************************************************
934 * 931 *
935 * BOMB related code 932 * BOMB related code
936 * 933 *
937 ****************************************************************************/ 934 ****************************************************************************/
938
939 935
940/* This handles an exploding bomb. 936/* This handles an exploding bomb.
941 * op is the original bomb object. 937 * op is the original bomb object.
942 */ 938 */
943void 939void
1047 * dir is the direction to look in. 1043 * dir is the direction to look in.
1048 * range is how far out to look. 1044 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1045 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1046 * this info is used for blocked magic/unholy spaces.
1051 */ 1047 */
1052
1053object * 1048object *
1054get_pointed_target (object *op, int dir, int range, int type) 1049get_pointed_target (object *op, int dir, int range, int type)
1055{ 1050{
1056 object *target; 1051 object *target;
1057 sint16 x, y; 1052 sint16 x, y;
1076 return NULL; 1071 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1072 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1073 return NULL;
1079 1074
1080 if (mflags & P_IS_ALIVE) 1075 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1076 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1077 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1078 return target;
1087 }
1088 }
1089 }
1090 } 1079 }
1080
1091 return NULL; 1081 return NULL;
1092} 1082}
1093
1094 1083
1095/* cast_smite_arch() - the priest points to a creature and causes 1084/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1085 * a 'godly curse' to decend.
1097 * usual params - 1086 * usual params -
1098 * op = player 1087 * op = player
1099 * caster = object casting the spell. 1088 * caster = object casting the spell.
1100 * dir = direction being cast 1089 * dir = direction being cast
1101 * spell = spell object 1090 * spell = spell object
1102 */ 1091 */
1103
1104int 1092int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1093cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1094{
1107 object *effect, *target; 1095 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1096 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1174 effect->insert_at (target, op);
1187 1175
1188 return 1; 1176 return 1;
1189} 1177}
1190 1178
1191
1192/**************************************************************************** 1179/****************************************************************************
1193 * 1180 *
1194 * MAGIC MISSILE code. 1181 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1182 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1183 * code here is just to move the missile.
1266 * we do this by creating a force and inserting it in the 1253 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1254 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1255 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1256 * give them the capability to have an inventory. b.t.
1270 */ 1257 */
1271
1272int 1258int
1273make_object_glow (object *op, int radius, int time) 1259make_object_glow (object *op, int radius, int time)
1274{ 1260{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1261 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1262 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1263 return 0;
1280 1264
1281 tmp = get_archetype (FORCE_NAME); 1265 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1266 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1267 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1268 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1269 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1270 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1271 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1272
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); 1273 tmp = insert_ob_in_ob (tmp, op);
1274
1294 if (tmp->glow_radius > op->glow_radius) 1275 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1276 op->glow_radius = tmp->glow_radius;
1296 1277
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; 1278 return 1;
1303} 1279}
1304
1305
1306
1307 1280
1308int 1281int
1309cast_destruction (object *op, object *caster, object *spell_ob) 1282cast_destruction (object *op, object *caster, object *spell_ob)
1310{ 1283{
1311 int i, j, range, mflags, friendly = 0, dam, dur; 1284 int i, j, range, mflags, friendly = 0, dam, dur;
1332 else if (caster->skill) 1305 else if (caster->skill)
1333 op->skill = caster->skill; 1306 op->skill = caster->skill;
1334 else 1307 else
1335 op->skill = NULL; 1308 op->skill = NULL;
1336 1309
1337 change_skill (op, find_skill_by_name (op, op->skill), 1); 1310 op->change_skill (find_skill_by_name (op, op->skill));
1338 1311
1339 for (i = -range; i < range; i++) 1312 for (i = -range; i < range; i++)
1340 { 1313 {
1341 for (j = -range; j < range; j++) 1314 for (j = -range; j < range; j++)
1342 { 1315 {
1400 { 1373 {
1401 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1374 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1402 return 0; 1375 return 0;
1403 } 1376 }
1404 1377
1378 tmp = tmp->head_ ();
1379
1405 /* If we've already got a force of this type, don't add a new one. */ 1380 /* If we've already got a force of this type, don't add a new one. */
1406 for (force = tmp->inv; force != NULL; force = force->below) 1381 for (force = tmp->inv; force; force = force->below)
1407 { 1382 {
1408 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1383 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1409 { 1384 {
1410 if (force->name == spell_ob->name) 1385 if (force->name == spell_ob->name)
1411 { 1386 {
1417 return 0; 1392 return 0;
1418 } 1393 }
1419 } 1394 }
1420 } 1395 }
1421 1396
1422 if (force == NULL) 1397 if (!force)
1423 { 1398 {
1424 force = get_archetype (FORCE_NAME); 1399 force = get_archetype (FORCE_NAME);
1425 force->subtype = FORCE_CHANGE_ABILITY; 1400 force->subtype = FORCE_CHANGE_ABILITY;
1401
1426 if (spell_ob->race) 1402 if (spell_ob->race)
1427 force->name = spell_ob->race; 1403 force->name = spell_ob->race;
1428 else 1404 else
1429 force->name = spell_ob->name; 1405 force->name = spell_ob->name;
1430 1406
1440 { 1416 {
1441 force->duration = duration; 1417 force->duration = duration;
1442 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1418 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1443 } 1419 }
1444 else 1420 else
1445 {
1446 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1421 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1447 } 1422
1448 return 1; 1423 return 1;
1449 } 1424 }
1425
1450 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1426 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1451 force->speed = 1.0; 1427 force->speed = 1.f;
1452 force->speed_left = -1.0; 1428 force->speed_left = -1.f;
1453 SET_FLAG (force, FLAG_APPLIED); 1429 SET_FLAG (force, FLAG_APPLIED);
1454 1430
1455 if (god) 1431 if (god)
1456 { 1432 {
1457 if (spell_ob->last_grace) 1433 if (spell_ob->last_grace)
1577 at -= level / 5; 1553 at -= level / 5;
1578 if (did_make_save (head, head->level, at)) 1554 if (did_make_save (head, head->level, at))
1579 continue; 1555 continue;
1580 } 1556 }
1581 else /* spell->attacktype */ 1557 else /* spell->attacktype */
1582 /*
1583 Spell has no attacktype (charm & such), so we'll have a specific saving:
1584 * if spell level < monster level, no go
1585 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1586
1587 The chance will then be in the range [20-70] percent, not too bad.
1588
1589 This is required to fix the 'charm monster' abuse, where a player level 1 can
1590 charm a level 125 monster...
1591
1592 Ryo, august 14th
1593 */
1594 { 1558 {
1559 /*
1560 Spell has no attacktype (charm & such), so we'll have a specific saving:
1561 * if spell level < monster level, no go
1562 * else, chance of effect = 20 + min( 50, 2 * ( spell level - monster level ) )
1563
1564 The chance will then be in the range [20-70] percent, not too bad.
1565
1566 This is required to fix the 'charm monster' abuse, where a player level 1 can
1567 charm a level 125 monster...
1568
1569 Ryo, august 14th
1570 */
1595 if (head->level > level) 1571 if (head->level > level)
1596 continue; 1572 continue;
1573
1597 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level)))) 1574 if (random_roll (0, 100, caster, PREFER_LOW) >= (20 + MIN (50, 2 * (level - head->level))))
1598 /* Failed, no effect */ 1575 /* Failed, no effect */
1599 continue; 1576 continue;
1600 } 1577 }
1601 1578
1603 1580
1604 /* aggravation */ 1581 /* aggravation */
1605 if (QUERY_FLAG (spell, FLAG_MONSTER)) 1582 if (QUERY_FLAG (spell, FLAG_MONSTER))
1606 { 1583 {
1607 CLEAR_FLAG (head, FLAG_SLEEP); 1584 CLEAR_FLAG (head, FLAG_SLEEP);
1608 if (QUERY_FLAG (head, FLAG_FRIENDLY))
1609 remove_friendly_object (head); 1585 remove_friendly_object (head);
1610
1611 done_one = 1; 1586 done_one = 1;
1612 head->enemy = op; 1587 head->enemy = op;
1613 } 1588 }
1614 1589
1615 /* calm monsters */ 1590 /* calm monsters */
1986 1961
1987 m->insert (tmp, x, y, op); 1962 m->insert (tmp, x, y, op);
1988 return 1; 1963 return 1;
1989} 1964}
1990 1965
1991
1992
1993
1994/* cast_cause_disease: this spell looks along <dir> from the 1966/* cast_cause_disease: this spell looks along <dir> from the
1995 * player and infects someone. 1967 * player and infects someone.
1996 * op is the player/monster, caster is the object, dir is the direction 1968 * op is the player/monster, caster is the object, dir is the direction
1997 * to cast, disease_arch is the specific disease, and type is the spell number 1969 * to cast, disease_arch is the specific disease, and type is the spell number
1998 * perhaps this should actually be in disease.c? 1970 * perhaps this should actually be in disease.c?
1999 */ 1971 */
2000
2001int 1972int
2002cast_cause_disease (object *op, object *caster, object *spell, int dir) 1973cast_cause_disease (object *op, object *caster, object *spell, int dir)
2003{ 1974{
2004 sint16 x, y; 1975 sint16 x, y;
2005 int i, mflags, range, dam_mod, dur_mod; 1976 int i, mflags, range, dam_mod, dur_mod;
2012 /* If casting from a scroll, no direction will be available, so refer to the 1983 /* If casting from a scroll, no direction will be available, so refer to the
2013 * direction the player is pointing. 1984 * direction the player is pointing.
2014 */ 1985 */
2015 if (!dir) 1986 if (!dir)
2016 dir = op->facing; 1987 dir = op->facing;
1988
2017 if (!dir) 1989 if (!dir)
2018 return 0; /* won't find anything if casting on ourself, so just return */ 1990 return 0; /* won't find anything if casting on ourself, so just return */
2019 1991
2020 /* Calculate these once here */ 1992 /* Calculate these once here */
2021 range = spell->range + SP_level_range_adjust (caster, spell); 1993 range = spell->range + SP_level_range_adjust (caster, spell);
2055 /* do level adjustments */ 2027 /* do level adjustments */
2056 if (disease->stats.wc) 2028 if (disease->stats.wc)
2057 disease->stats.wc += dur_mod / 2; 2029 disease->stats.wc += dur_mod / 2;
2058 2030
2059 if (disease->magic > 0) 2031 if (disease->magic > 0)
2060 disease->magic += dur_mod / 4; 2032 disease->magic += dur_mod / 8;
2061 2033
2062 if (disease->stats.maxhp > 0) 2034 if (disease->stats.maxhp > 0)
2063 disease->stats.maxhp += dur_mod; 2035 disease->stats.maxhp += dur_mod;
2064 2036
2065 if (disease->stats.maxgrace > 0) 2037 if (disease->stats.maxgrace > 0)
2103 if (infect_object (walk, disease, 1)) 2075 if (infect_object (walk, disease, 1))
2104 { 2076 {
2105 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name); 2077 new_draw_info_format (NDI_UNIQUE, 0, op, "You inflict %s on %s!", &disease->name, &walk->name);
2106 2078
2107 disease->destroy (); /* don't need this one anymore */ 2079 disease->destroy (); /* don't need this one anymore */
2108 walk->map->insert (get_archetype (ARCH_DETECT_MAGIC), x, y, op); 2080 walk->map->insert (get_archetype ("detect_magic"), x, y, op);
2109 return 1; 2081 return 1;
2110 } 2082 }
2111 2083
2112 disease->destroy (); 2084 disease->destroy ();
2113 } 2085 }

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