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Comparing deliantra/server/random_maps/random_map.C (file contents):
Revision 1.13 by root, Sun Dec 31 19:02:24 2006 UTC vs.
Revision 1.26 by root, Thu Jan 25 03:54:45 2007 UTC

1
2/* 1/*
3 CrossFire, A Multiplayer game for X-windows 2 * CrossFire, A Multiplayer game for X-windows
4 3 *
4 * Copyright (C) 2005, 2006, 2007 Marc Lehmann & Crossfire+ Development Team
5 Copyright (C) 2001 Mark Wedel & Crossfire Development Team 5 * Copyright (C) 2001 Mark Wedel & Crossfire Development Team
6 Copyright (C) 1992 Frank Tore Johansen 6 * Copyright (C) 1992 Frank Tore Johansen
7 7 *
8 This program is free software; you can redistribute it and/or modify 8 * This program 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 2 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, write to the Free Software
20 Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA. 20 * Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
21 21 *
22 The authors can be reached via e-mail at <crossfire@schmorp.de> 22 * The authors can be reached via e-mail at <crossfire@schmorp.de>
23*/ 23 */
24 24
25#include <time.h> 25#include <time.h>
26#include <stdio.h> 26#include <stdio.h>
27#include <global.h> 27#include <global.h>
28#include <maze_gen.h> 28#include <maze_gen.h>
29#include <room_gen.h> 29#include <room_gen.h>
30#include <random_map.h> 30#include <random_map.h>
31#include <rproto.h> 31#include <rproto.h>
32#include <sproto.h> 32#include <sproto.h>
33
34#define CEDE coroapi::cede (); rndm.seed (RP->random_seed + __LINE__);
33 35
34void 36void
35dump_layout (char **layout, random_map_params *RP) 37dump_layout (char **layout, random_map_params *RP)
36{ 38{
37 { 39 {
51 } 53 }
52 } 54 }
53 printf ("\n"); 55 printf ("\n");
54} 56}
55 57
56extern FILE *logfile; 58bool
57 59maptile::generate_random_map (random_map_params *RP)
58maptile *
59generate_random_map (const char *OutFileName, random_map_params *RP)
60{ 60{
61 char **layout, buf[HUGE_BUF]; 61 char **layout, buf[16384];
62 maptile *theMap;
63 int i; 62 int i;
64 63
64 RP->Xsize = RP->xsize;
65 RP->Ysize = RP->ysize;
66
65 /* pick a random seed, or use the one from the input file */ 67 /* pick a random seed, or use the one from the input file */
66 if (RP->random_seed == 0) 68 RP->random_seed = RP->random_seed
67 RP->random_seed = time (0); 69 ? RP->random_seed + RP->dungeon_level
68 70 : time (0);
69 SRANDOM (RP->random_seed); 71 CEDE;
70 72
71 write_map_parameters_to_string (buf, RP); 73 write_map_parameters_to_string (buf, RP);
72 74
73 if (RP->difficulty == 0) 75 if (RP->difficulty == 0)
74 { 76 {
82 } 84 }
83 else 85 else
84 RP->difficulty_given = 1; 86 RP->difficulty_given = 1;
85 87
86 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 88 if (RP->Xsize < MIN_RANDOM_MAP_SIZE)
87 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 89 RP->Xsize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
88 90
89 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 91 if (RP->Ysize < MIN_RANDOM_MAP_SIZE)
90 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 25 + 5; 92 RP->Ysize = MIN_RANDOM_MAP_SIZE + rndm (25) + 5;
91
92 if (RP->expand2x > 0)
93 {
94 RP->Xsize /= 2;
95 RP->Ysize /= 2;
96 }
97
98 layout = layoutgen (RP);
99
100#ifdef RMAP_DEBUG
101 dump_layout (layout, RP);
102#endif
103
104 /* increment these for the current map */
105 RP->dungeon_level += 1;
106 /* allow constant-difficulty maps. */
107 /* difficulty+=1; */
108
109 /* rotate the layout randomly */
110 layout = rotate_layout (layout, RANDOM () % 4, RP);
111#ifdef RMAP_DEBUG
112 dump_layout (layout, RP);
113#endif
114
115 /* allocate the map and set the floor */
116 theMap = make_map_floor (layout, RP->floorstyle, RP);
117
118 /* set the name of the map. */
119 theMap->path = OutFileName;
120
121 /* set region */
122 theMap->region = RP->region;
123
124 /* create walls unless the wallstyle is "none" */
125 if (strcmp (RP->wallstyle, "none"))
126 {
127 make_map_walls (theMap, layout, RP->wallstyle, RP);
128
129 /* place doors unless doorstyle or wallstyle is "none" */
130 if (strcmp (RP->doorstyle, "none"))
131 put_doors (theMap, layout, RP->doorstyle, RP);
132
133 }
134
135 /* create exits unless the exitstyle is "none" */
136 if (strcmp (RP->exitstyle, "none"))
137 place_exits (theMap, layout, RP->exitstyle, RP->orientation, RP);
138
139 place_specials_in_map (theMap, layout, RP);
140
141 /* create monsters unless the monsterstyle is "none" */
142 if (strcmp (RP->monsterstyle, "none"))
143 place_monsters (theMap, RP->monsterstyle, RP->difficulty, RP);
144
145 /* treasures needs to have a proper difficulty set for the map. */
146 theMap->difficulty = theMap->estimate_difficulty ();
147
148 /* create treasure unless the treasurestyle is "none" */
149 if (strcmp (RP->treasurestyle, "none"))
150 place_treasure (theMap, layout, RP->treasurestyle, RP->treasureoptions, RP);
151
152 /* create decor unless the decorstyle is "none" */
153 if (strcmp (RP->decorstyle, "none"))
154 put_decor (theMap, layout, RP->decorstyle, RP->decoroptions, RP);
155
156 /* generate treasures, etc. */
157 theMap->fix_auto_apply ();
158
159 unblock_exits (theMap, layout, RP);
160
161 /* free the layout */
162 for (i = 0; i < RP->Xsize; i++)
163 free (layout[i]);
164
165 free (layout);
166
167 theMap->msg = strdup (buf);
168 theMap->in_memory = MAP_IN_MEMORY;
169
170 return theMap;
171}
172
173/* function selects the layout function and gives it whatever
174 arguments it needs. */
175char **
176layoutgen (random_map_params *RP)
177{
178 char **maze = 0;
179 int oxsize = RP->Xsize, oysize = RP->Ysize;
180 93
181 if (RP->symmetry == SYMMETRY_RANDOM) 94 if (RP->symmetry == SYMMETRY_RANDOM)
182 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1; 95 RP->symmetry_used = (RANDOM () % (SYMMETRY_XY)) + 1;
183 else 96 else
184 RP->symmetry_used = RP->symmetry; 97 RP->symmetry_used = RP->symmetry;
185 98
186 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY) 99 if (RP->symmetry_used == SYMMETRY_Y || RP->symmetry_used == SYMMETRY_XY)
187 RP->Ysize = RP->Ysize / 2 + 1; 100 RP->Ysize = RP->Ysize / 2 + 1;
101
188 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY) 102 if (RP->symmetry_used == SYMMETRY_X || RP->symmetry_used == SYMMETRY_XY)
189 RP->Xsize = RP->Xsize / 2 + 1; 103 RP->Xsize = RP->Xsize / 2 + 1;
190 104
191 if (RP->Xsize < MIN_RANDOM_MAP_SIZE) 105 if (RP->expand2x > 0)
192 RP->Xsize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 106 {
193 if (RP->Ysize < MIN_RANDOM_MAP_SIZE) 107 RP->Xsize /= 2;
194 RP->Ysize = MIN_RANDOM_MAP_SIZE + RANDOM () % 5; 108 RP->Ysize /= 2;
109 }
110
195 RP->map_layout_style = 0; 111 RP->map_layout_style = LAYOUT_NONE;
196 112
197 /* Redo this - there was a lot of redundant code of checking for preset 113 /* Redo this - there was a lot of redundant code of checking for preset
198 * layout style and then random layout style. Instead, figure out 114 * layout style and then random layout style. Instead, figure out
199 * the numeric layoutstyle, so there is only one area that actually 115 * the numeric layoutstyle, so there is only one area that actually
200 * calls the code to make the maps. 116 * calls the code to make the maps.
215 RP->map_layout_style = LAYOUT_SNAKE; 131 RP->map_layout_style = LAYOUT_SNAKE;
216 132
217 if (strstr (RP->layoutstyle, "squarespiral")) 133 if (strstr (RP->layoutstyle, "squarespiral"))
218 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL; 134 RP->map_layout_style = LAYOUT_SQUARE_SPIRAL;
219 135
220 /* No style found - choose one ranomdly */ 136 /* No style found - choose one randomly */
221 if (RP->map_layout_style == LAYOUT_NONE) 137 if (RP->map_layout_style == LAYOUT_NONE)
222 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1; 138 RP->map_layout_style = (RANDOM () % (NROFLAYOUTS - 1)) + 1;
223 139
140 layout = layoutgen (RP);
141
142#ifdef RMAP_DEBUG
143 dump_layout (layout, RP);
144#endif
145
146 /* increment these for the current map */
147 RP->dungeon_level += 1;
148 /* allow constant-difficulty maps. */
149 /* difficulty+=1; */
150
151 /* rotate the layout randomly */
152 layout = rotate_layout (layout, rndm (4), RP);
153#ifdef RMAP_DEBUG
154 dump_layout (layout, RP);
155#endif
156
157 /* allocate the map and set the floor */
158 make_map_floor (layout, RP->floorstyle, RP);
159
160 /* set region */
161 default_region = RP->region;
162
163 CEDE;
164
165 /* create walls unless the wallstyle is "none" */
166 if (strcmp (RP->wallstyle, "none"))
167 {
168 make_map_walls (this, layout, RP->wallstyle, RP);
169
170 /* place doors unless doorstyle or wallstyle is "none" */
171 if (strcmp (RP->doorstyle, "none"))
172 put_doors (this, layout, RP->doorstyle, RP);
173 }
174
175 CEDE;
176
177 /* create exits unless the exitstyle is "none" */
178 if (strcmp (RP->exitstyle, "none"))
179 place_exits (this, layout, RP->exitstyle, RP->orientation, RP);
180
181 CEDE;
182
183 place_specials_in_map (this, layout, RP);
184
185 CEDE;
186
187 /* create monsters unless the monsterstyle is "none" */
188 if (strcmp (RP->monsterstyle, "none"))
189 place_monsters (this, RP->monsterstyle, RP->difficulty, RP);
190
191 CEDE;
192
193 /* treasures needs to have a proper difficulty set for the map. */
194 difficulty = estimate_difficulty ();
195
196 CEDE;
197
198 /* create treasure unless the treasurestyle is "none" */
199 if (strcmp (RP->treasurestyle, "none"))
200 place_treasure (this, layout, RP->treasurestyle, RP->treasureoptions, RP);
201
202 CEDE;
203
204 /* create decor unless the decorstyle is "none" */
205 if (strcmp (RP->decorstyle, "none"))
206 put_decor (this, layout, RP->decorstyle, RP->decoroptions, RP);
207
208 CEDE;
209
210 /* generate treasures, etc. */
211 fix_auto_apply ();
212
213 CEDE;
214
215 unblock_exits (this, layout, RP);
216
217 /* free the layout */
218 for (i = 0; i < RP->Xsize; i++)
219 free (layout[i]);
220
221 free (layout);
222
223 msg = strdup (buf);
224 in_memory = MAP_IN_MEMORY;
225
226 CEDE;
227
228 return 1;
229}
230
231/* function selects the layout function and gives it whatever
232 arguments it needs. */
233char **
234layoutgen (random_map_params *RP)
235{
236 char **maze = 0;
237 int oxsize = RP->Xsize, oysize = RP->Ysize;
238
224 switch (RP->map_layout_style) 239 switch (RP->map_layout_style)
225 { 240 {
226 case LAYOUT_ONION: 241 case LAYOUT_ONION:
227 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2); 242 maze = map_gen_onion (RP->Xsize, RP->Ysize, RP->layoutoptions1, RP->layoutoptions2);
228 if (!(RANDOM () % 3) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY)) 243 if (!(rndm (3)) && !(RP->layoutoptions1 & RMOPT_WALLS_ONLY))
229 roomify_layout (maze, RP); 244 roomify_layout (maze, RP);
230 break; 245 break;
231 246
232 case LAYOUT_MAZE: 247 case LAYOUT_MAZE:
233 maze = maze_gen (RP->Xsize, RP->Ysize, RANDOM () % 2); 248 maze = maze_gen (RP->Xsize, RP->Ysize, rndm (2));
234 if (!(RANDOM () % 2)) 249 if (!(rndm (2)))
235 doorify_layout (maze, RP); 250 doorify_layout (maze, RP);
236 break; 251 break;
237 252
238 case LAYOUT_SPIRAL: 253 case LAYOUT_SPIRAL:
239 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1); 254 maze = map_gen_spiral (RP->Xsize, RP->Ysize, RP->layoutoptions1);
240 if (!(RANDOM () % 2)) 255 if (!(rndm (2)))
241 doorify_layout (maze, RP); 256 doorify_layout (maze, RP);
242 break; 257 break;
243 258
244 case LAYOUT_ROGUELIKE: 259 case LAYOUT_ROGUELIKE:
245 /* Don't put symmetry in rogue maps. There isn't much reason to 260 /* Don't put symmetry in rogue maps. There isn't much reason to
256 /* no doorifying... done already */ 271 /* no doorifying... done already */
257 break; 272 break;
258 273
259 case LAYOUT_SNAKE: 274 case LAYOUT_SNAKE:
260 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 275 maze = make_snake_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
261 if (RANDOM () % 2) 276 if (rndm (2))
262 roomify_layout (maze, RP); 277 roomify_layout (maze, RP);
263 break; 278 break;
264 279
265 case LAYOUT_SQUARE_SPIRAL: 280 case LAYOUT_SQUARE_SPIRAL:
266 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1); 281 maze = make_square_spiral_layout (RP->Xsize, RP->Ysize, RP->layoutoptions1);
267 if (RANDOM () % 2) 282 if (rndm (2))
268 roomify_layout (maze, RP); 283 roomify_layout (maze, RP);
269 break; 284 break;
270 } 285 }
271 286
272 maze = symmetrize_layout (maze, RP->symmetry_used, RP); 287 maze = symmetrize_layout (maze, RP->symmetry_used, RP);
627} 642}
628 643
629void 644void
630write_map_parameters_to_string (char *buf, random_map_params *RP) 645write_map_parameters_to_string (char *buf, random_map_params *RP)
631{ 646{
632 char small_buf[256]; 647 char small_buf[16384];
633 648
634 sprintf (buf, "xsize %d\nysize %d\n", RP->Xsize, RP->Ysize); 649 sprintf (buf, "xsize %d\nysize %d\n", RP->xsize, RP->ysize);
635 650
636 if (RP->wallstyle[0]) 651 if (RP->wallstyle[0])
637 { 652 {
638 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle); 653 sprintf (small_buf, "wallstyle %s\n", RP->wallstyle);
639 strcat (buf, small_buf); 654 strcat (buf, small_buf);
679 { 694 {
680 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle); 695 sprintf (small_buf, "exitstyle %s\n", RP->exitstyle);
681 strcat (buf, small_buf); 696 strcat (buf, small_buf);
682 } 697 }
683 698
684 if (RP->final_map[0]) 699 if (RP->final_map.length ())
685 { 700 {
686 sprintf (small_buf, "final_map %s\n", RP->final_map); 701 sprintf (small_buf, "final_map %s\n", &RP->final_map);
687 strcat (buf, small_buf); 702 strcat (buf, small_buf);
688 } 703 }
689 704
690 if (RP->exit_on_final_map[0]) 705 if (RP->exit_on_final_map[0])
691 { 706 {
692 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map); 707 sprintf (small_buf, "exit_on_final_map %s\n", RP->exit_on_final_map);
693 strcat (buf, small_buf); 708 strcat (buf, small_buf);
694 } 709 }
695 710
696 if (RP->this_map[0]) 711 if (RP->this_map.length ())
697 { 712 {
698 sprintf (small_buf, "origin_map %s\n", RP->this_map); 713 sprintf (small_buf, "origin_map %s\n", &RP->this_map);
699 strcat (buf, small_buf); 714 strcat (buf, small_buf);
700 } 715 }
701 716
702 if (RP->expand2x) 717 if (RP->expand2x)
703 { 718 {
709 { 724 {
710 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1); 725 sprintf (small_buf, "layoutoptions1 %d\n", RP->layoutoptions1);
711 strcat (buf, small_buf); 726 strcat (buf, small_buf);
712 } 727 }
713 728
714
715 if (RP->layoutoptions2) 729 if (RP->layoutoptions2)
716 { 730 {
717 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2); 731 sprintf (small_buf, "layoutoptions2 %d\n", RP->layoutoptions2);
718 strcat (buf, small_buf); 732 strcat (buf, small_buf);
719 } 733 }
720 734
721
722 if (RP->layoutoptions3) 735 if (RP->layoutoptions3)
723 { 736 {
724 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3); 737 sprintf (small_buf, "layoutoptions3 %d\n", RP->layoutoptions3);
725 strcat (buf, small_buf); 738 strcat (buf, small_buf);
726 } 739 }
728 if (RP->symmetry) 741 if (RP->symmetry)
729 { 742 {
730 sprintf (small_buf, "symmetry %d\n", RP->symmetry); 743 sprintf (small_buf, "symmetry %d\n", RP->symmetry);
731 strcat (buf, small_buf); 744 strcat (buf, small_buf);
732 } 745 }
733
734 746
735 if (RP->difficulty && RP->difficulty_given) 747 if (RP->difficulty && RP->difficulty_given)
736 { 748 {
737 sprintf (small_buf, "difficulty %d\n", RP->difficulty); 749 sprintf (small_buf, "difficulty %d\n", RP->difficulty);
738 strcat (buf, small_buf); 750 strcat (buf, small_buf);
775 { 787 {
776 sprintf (small_buf, "origin_y %d\n", RP->origin_y); 788 sprintf (small_buf, "origin_y %d\n", RP->origin_y);
777 strcat (buf, small_buf); 789 strcat (buf, small_buf);
778 } 790 }
779 791
792 if (RP->treasureoptions)
793 {
794 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions);
795 strcat (buf, small_buf);
796 }
797
780 if (RP->random_seed) 798 if (RP->random_seed)
781 { 799 {
782 /* Add one so that the next map is a bit different */
783 sprintf (small_buf, "random_seed %d\n", RP->random_seed + 1); 800 sprintf (small_buf, "random_seed %u\n", RP->random_seed);
784 strcat (buf, small_buf); 801 strcat (buf, small_buf);
785 }
786
787 if (RP->treasureoptions)
788 { 802 }
789 sprintf (small_buf, "treasureoptions %d\n", RP->treasureoptions); 803
804 if (RP->custom)
805 {
806 sprintf (small_buf, "custom %s\n", RP->custom);
790 strcat (buf, small_buf); 807 strcat (buf, small_buf);
791 } 808 }
792} 809}
793 810
794void 811void
814 int dungeon_level_n, 831 int dungeon_level_n,
815 int difficulty_n, 832 int difficulty_n,
816 int difficulty_given_n, 833 int difficulty_given_n,
817 int decoroptions_n, 834 int decoroptions_n,
818 int orientation_n, 835 int orientation_n,
819 int origin_x_n, int origin_y_n, int random_seed_n, int treasureoptions_n, float difficulty_increase) 836 int origin_x_n, int origin_y_n, uint32_t random_seed_n, int treasureoptions_n, float difficulty_increase)
820{ 837{
821
822 char small_buf[256]; 838 char small_buf[16384];
823 839
824 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n); 840 sprintf (buf, "xsize %d\nysize %d\n", xsize_n, ysize_n);
825 841
826 if (wallstyle_n && wallstyle_n[0]) 842 if (wallstyle_n && wallstyle_n[0])
827 { 843 {
961 } 977 }
962 978
963 if (random_seed_n) 979 if (random_seed_n)
964 { 980 {
965 /* Add one so that the next map is a bit different */ 981 /* Add one so that the next map is a bit different */
966 sprintf (small_buf, "random_seed %d\n", random_seed_n + 1); 982 sprintf (small_buf, "random_seed %u\n", random_seed_n + 1);
967 strcat (buf, small_buf); 983 strcat (buf, small_buf);
968 } 984 }
969 985
970 if (treasureoptions_n) 986 if (treasureoptions_n)
971 { 987 {
972 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n); 988 sprintf (small_buf, "treasureoptions %d\n", treasureoptions_n);
973 strcat (buf, small_buf); 989 strcat (buf, small_buf);
974 } 990 }
975
976
977} 991}
978 992
979/* copy an object with an inventory... i.e., duplicate the inv too. */ 993/* copy an object with an inventory... i.e., duplicate the inv too. */
980void 994void
981copy_object_with_inv (object *src_ob, object *dest_ob) 995copy_object_with_inv (object *src_ob, object *dest_ob)
982{ 996{
983 object *walk, *tmp; 997 object *walk, *tmp;
984 998
985 src_ob->copy_to (dest_ob); 999 src_ob->copy_to (dest_ob);
986 1000
987 for (walk = src_ob->inv; walk != NULL; walk = walk->below) 1001 for (walk = src_ob->inv; walk; walk = walk->below)
988 { 1002 {
989 tmp = object::create (); 1003 tmp = object::create ();
990 1004
991 walk->copy_to (tmp); 1005 walk->copy_to (tmp);
992 insert_ob_in_ob (tmp, dest_ob); 1006 insert_ob_in_ob (tmp, dest_ob);

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