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1 /*
2 Minetest
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4
5 This program is free software; you can redistribute it and/or modify
6 it under the terms of the GNU Lesser General Public License as published by
7 the Free Software Foundation; either version 2.1 of the License, or
8 (at your option) any later version.
9
10 This program is distributed in the hope that it will be useful,
11 but WITHOUT ANY WARRANTY; without even the implied warranty of
12 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
13 GNU Lesser General Public License for more details.
14
15 You should have received a copy of the GNU Lesser General Public License along
16 with this program; if not, write to the Free Software Foundation, Inc.,
17 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
18 */
19
20 #include "dungeongen.h"
21 #include "mapgen.h"
22 #include "voxel.h"
23 #include "noise.h"
24 #include "mapblock.h"
25 #include "mapnode.h"
26 #include "map.h"
27 #include "nodedef.h"
28 #include "profiler.h"
29 #include "settings.h"
30
31 //#define DGEN_USE_TORCHES
32
33 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
35
36
37 ///////////////////////////////////////////////////////////////////////////////
38
39
40 DungeonGen::DungeonGen(INodeDefManager *ndef,
41         GenerateNotifier *gennotify, DungeonParams *dparams)
42 {
43         assert(ndef);
44
45         this->ndef      = ndef;
46         this->gennotify = gennotify;
47
48 #ifdef DGEN_USE_TORCHES
49         c_torch  = ndef->getId("default:torch");
50 #endif
51
52         if (dparams) {
53                 memcpy(&dp, dparams, sizeof(dp));
54         } else {
55                 // Default dungeon parameters
56                 dp.seed = 0;
57
58                 dp.c_water       = ndef->getId("mapgen_water_source");
59                 dp.c_river_water = ndef->getId("mapgen_river_water_source");
60                 dp.c_wall        = ndef->getId("mapgen_cobble");
61                 dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
62                 dp.c_stair       = ndef->getId("mapgen_stair_cobble");
63
64                 if (dp.c_river_water == CONTENT_IGNORE)
65                         dp.c_river_water = ndef->getId("mapgen_water_source");
66
67                 dp.diagonal_dirs       = false;
68                 dp.only_in_ground      = true;
69                 dp.holesize            = v3s16(1, 2, 1);
70                 dp.corridor_len_min    = 1;
71                 dp.corridor_len_max    = 13;
72                 dp.room_size_min       = v3s16(4, 4, 4);
73                 dp.room_size_max       = v3s16(8, 6, 8);
74                 dp.room_size_large_min = v3s16(8, 8, 8);
75                 dp.room_size_large_max = v3s16(16, 16, 16);
76                 dp.rooms_min           = 2;
77                 dp.rooms_max           = 16;
78                 dp.y_min               = -MAX_MAP_GENERATION_LIMIT;
79                 dp.y_max               = MAX_MAP_GENERATION_LIMIT;
80                 dp.notifytype          = GENNOTIFY_DUNGEON;
81
82                 dp.np_density  = nparams_dungeon_density;
83                 dp.np_alt_wall = nparams_dungeon_alt_wall;
84         }
85 }
86
87
88 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
89 {
90         assert(vm);
91
92         //TimeTaker t("gen dungeons");
93         if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
94                 return;
95
96         float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
97         if (nval_density < 1.0f)
98                 return;
99
100         this->vm = vm;
101         this->blockseed = bseed;
102         random.seed(bseed + 2);
103
104         // Dungeon generator doesn't modify places which have this set
105         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
106
107         if (dp.only_in_ground) {
108                 // Set all air and water to be untouchable
109                 // to make dungeons open to caves and open air
110                 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
111                         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
112                                 u32 i = vm->m_area.index(nmin.X, y, z);
113                                 for (s16 x = nmin.X; x <= nmax.X; x++) {
114                                         content_t c = vm->m_data[i].getContent();
115                                         if (c == CONTENT_AIR || c == dp.c_water ||
116                                                         c == dp.c_river_water)
117                                                 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
118                                         i++;
119                                 }
120                         }
121                 }
122         }
123
124         // Add them
125         for (u32 i = 0; i < floor(nval_density); i++)
126                 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
127
128         // Optionally convert some structure to alternative structure
129         if (dp.c_alt_wall == CONTENT_IGNORE)
130                 return;
131
132         for (s16 z = nmin.Z; z <= nmax.Z; z++)
133         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
134                 u32 i = vm->m_area.index(nmin.X, y, z);
135                 for (s16 x = nmin.X; x <= nmax.X; x++) {
136                         if (vm->m_data[i].getContent() == dp.c_wall) {
137                                 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
138                                         vm->m_data[i].setContent(dp.c_alt_wall);
139                         }
140                         i++;
141                 }
142         }
143
144         //printf("== gen dungeons: %dms\n", t.stop());
145 }
146
147
148 void DungeonGen::makeDungeon(v3s16 start_padding)
149 {
150         v3s16 areasize = vm->m_area.getExtent();
151         v3s16 roomsize;
152         v3s16 roomplace;
153
154         /*
155                 Find place for first room.
156                 There is a 1 in 4 chance of the first room being 'large',
157                 all other rooms are not 'large'.
158         */
159         bool fits = false;
160         for (u32 i = 0; i < 100 && !fits; i++) {
161                 bool is_large_room = ((random.next() & 3) == 1);
162                 if (is_large_room) {
163                         roomsize.Z = random.range(
164                                 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
165                         roomsize.Y = random.range(
166                                 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
167                         roomsize.X = random.range(
168                                 dp.room_size_large_min.X, dp.room_size_large_max.X);
169                 } else {
170                         roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
171                         roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
172                         roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
173                 }
174
175                 // start_padding is used to disallow starting the generation of
176                 // a dungeon in a neighboring generation chunk
177                 roomplace = vm->m_area.MinEdge + start_padding;
178                 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
179                 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
180                 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
181
182                 /*
183                         Check that we're not putting the room to an unknown place,
184                         otherwise it might end up floating in the air
185                 */
186                 fits = true;
187                 for (s16 z = 0; z < roomsize.Z; z++)
188                 for (s16 y = 0; y < roomsize.Y; y++)
189                 for (s16 x = 0; x < roomsize.X; x++) {
190                         v3s16 p = roomplace + v3s16(x, y, z);
191                         u32 vi = vm->m_area.index(p);
192                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
193                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
194                                 fits = false;
195                                 break;
196                         }
197                 }
198         }
199         // No place found
200         if (fits == false)
201                 return;
202
203         /*
204                 Stores the center position of the last room made, so that
205                 a new corridor can be started from the last room instead of
206                 the new room, if chosen so.
207         */
208         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
209
210         u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
211         for (u32 i = 0; i < room_count; i++) {
212                 // Make a room to the determined place
213                 makeRoom(roomsize, roomplace);
214
215                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
216                 if (gennotify)
217                         gennotify->addEvent(dp.notifytype, room_center);
218
219 #ifdef DGEN_USE_TORCHES
220                 // Place torch at room center (for testing)
221                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
222 #endif
223
224                 // Quit if last room
225                 if (i == room_count - 1)
226                         break;
227
228                 // Determine walker start position
229
230                 bool start_in_last_room = (random.range(0, 2) != 0);
231
232                 v3s16 walker_start_place;
233
234                 if (start_in_last_room) {
235                         walker_start_place = last_room_center;
236                 } else {
237                         walker_start_place = room_center;
238                         // Store center of current room as the last one
239                         last_room_center = room_center;
240                 }
241
242                 // Create walker and find a place for a door
243                 v3s16 doorplace;
244                 v3s16 doordir;
245
246                 m_pos = walker_start_place;
247                 if (!findPlaceForDoor(doorplace, doordir))
248                         return;
249
250                 if (random.range(0, 1) == 0)
251                         // Make the door
252                         makeDoor(doorplace, doordir);
253                 else
254                         // Don't actually make a door
255                         doorplace -= doordir;
256
257                 // Make a random corridor starting from the door
258                 v3s16 corridor_end;
259                 v3s16 corridor_end_dir;
260                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
261
262                 // Find a place for a random sized room
263                 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
264                 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
265                 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
266
267                 m_pos = corridor_end;
268                 m_dir = corridor_end_dir;
269                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
270                         return;
271
272                 if (random.range(0, 1) == 0)
273                         // Make the door
274                         makeDoor(doorplace, doordir);
275                 else
276                         // Don't actually make a door
277                         roomplace -= doordir;
278
279         }
280 }
281
282
283 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
284 {
285         MapNode n_wall(dp.c_wall);
286         MapNode n_air(CONTENT_AIR);
287
288         // Make +-X walls
289         for (s16 z = 0; z < roomsize.Z; z++)
290         for (s16 y = 0; y < roomsize.Y; y++) {
291                 {
292                         v3s16 p = roomplace + v3s16(0, y, z);
293                         if (!vm->m_area.contains(p))
294                                 continue;
295                         u32 vi = vm->m_area.index(p);
296                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
297                                 continue;
298                         vm->m_data[vi] = n_wall;
299                 }
300                 {
301                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
302                         if (!vm->m_area.contains(p))
303                                 continue;
304                         u32 vi = vm->m_area.index(p);
305                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
306                                 continue;
307                         vm->m_data[vi] = n_wall;
308                 }
309         }
310
311         // Make +-Z walls
312         for (s16 x = 0; x < roomsize.X; x++)
313         for (s16 y = 0; y < roomsize.Y; y++) {
314                 {
315                         v3s16 p = roomplace + v3s16(x, y, 0);
316                         if (!vm->m_area.contains(p))
317                                 continue;
318                         u32 vi = vm->m_area.index(p);
319                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
320                                 continue;
321                         vm->m_data[vi] = n_wall;
322                 }
323                 {
324                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
325                         if (!vm->m_area.contains(p))
326                                 continue;
327                         u32 vi = vm->m_area.index(p);
328                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
329                                 continue;
330                         vm->m_data[vi] = n_wall;
331                 }
332         }
333
334         // Make +-Y walls (floor and ceiling)
335         for (s16 z = 0; z < roomsize.Z; z++)
336         for (s16 x = 0; x < roomsize.X; x++) {
337                 {
338                         v3s16 p = roomplace + v3s16(x, 0, z);
339                         if (!vm->m_area.contains(p))
340                                 continue;
341                         u32 vi = vm->m_area.index(p);
342                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
343                                 continue;
344                         vm->m_data[vi] = n_wall;
345                 }
346                 {
347                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
348                         if (!vm->m_area.contains(p))
349                                 continue;
350                         u32 vi = vm->m_area.index(p);
351                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
352                                 continue;
353                         vm->m_data[vi] = n_wall;
354                 }
355         }
356
357         // Fill with air
358         for (s16 z = 1; z < roomsize.Z - 1; z++)
359         for (s16 y = 1; y < roomsize.Y - 1; y++)
360         for (s16 x = 1; x < roomsize.X - 1; x++) {
361                 v3s16 p = roomplace + v3s16(x, y, z);
362                 if (!vm->m_area.contains(p))
363                         continue;
364                 u32 vi = vm->m_area.index(p);
365                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
366                 vm->m_data[vi] = n_air;
367         }
368 }
369
370
371 void DungeonGen::makeFill(v3s16 place, v3s16 size,
372         u8 avoid_flags, MapNode n, u8 or_flags)
373 {
374         for (s16 z = 0; z < size.Z; z++)
375         for (s16 y = 0; y < size.Y; y++)
376         for (s16 x = 0; x < size.X; x++) {
377                 v3s16 p = place + v3s16(x, y, z);
378                 if (!vm->m_area.contains(p))
379                         continue;
380                 u32 vi = vm->m_area.index(p);
381                 if (vm->m_flags[vi] & avoid_flags)
382                         continue;
383                 vm->m_flags[vi] |= or_flags;
384                 vm->m_data[vi] = n;
385         }
386 }
387
388
389 void DungeonGen::makeHole(v3s16 place)
390 {
391         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
392                 VMANIP_FLAG_DUNGEON_INSIDE);
393 }
394
395
396 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
397 {
398         makeHole(doorplace);
399
400 #ifdef DGEN_USE_TORCHES
401         // Place torch (for testing)
402         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
403 #endif
404 }
405
406
407 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
408         v3s16 &result_place, v3s16 &result_dir)
409 {
410         makeHole(doorplace);
411         v3s16 p0 = doorplace;
412         v3s16 dir = doordir;
413         u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
414         u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
415         u32 partcount = 0;
416         s16 make_stairs = 0;
417
418         if (random.next() % 2 == 0 && partlength >= 3)
419                 make_stairs = random.next() % 2 ? 1 : -1;
420
421         for (u32 i = 0; i < length; i++) {
422                 v3s16 p = p0 + dir;
423                 if (partcount != 0)
424                         p.Y += make_stairs;
425
426                 // Check segment of minimum size corridor is in voxelmanip
427                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
428                         if (make_stairs) {
429                                 makeFill(p + v3s16(-1, -1, -1),
430                                         dp.holesize + v3s16(2, 3, 2),
431                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
432                                         MapNode(dp.c_wall),
433                                         0);
434                                 makeHole(p);
435                                 makeHole(p - dir);
436
437                                 // TODO: fix stairs code so it works 100%
438                                 // (quite difficult)
439
440                                 // exclude stairs from the bottom step
441                                 // exclude stairs from diagonal steps
442                                 if (((dir.X ^ dir.Z) & 1) &&
443                                                 (((make_stairs ==  1) && i != 0) ||
444                                                 ((make_stairs == -1) && i != length - 1))) {
445                                         // rotate face 180 deg if
446                                         // making stairs backwards
447                                         int facedir = dir_to_facedir(dir * make_stairs);
448                                         v3s16 ps = p;
449                                         u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
450                                         // Stair width direction vector
451                                         v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
452
453                                         for (u16 st = 0; st < stair_width; st++) {
454                                                 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
455                                                 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
456                                                                 vm->m_data[vi].getContent() == dp.c_wall)
457                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
458
459                                                 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
460                                                 if (vm->m_area.contains(ps) &&
461                                                                 vm->m_data[vi].getContent() == dp.c_wall)
462                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
463
464                                                 ps += swv;
465                                         }
466                                 }
467                         } else {
468                                 makeFill(p + v3s16(-1, -1, -1),
469                                         dp.holesize + v3s16(2, 2, 2),
470                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
471                                         MapNode(dp.c_wall),
472                                         0);
473                                 makeHole(p);
474                         }
475
476                         p0 = p;
477                 } else {
478                         // Can't go here, turn away
479                         dir = turn_xz(dir, random.range(0, 1));
480                         make_stairs = -make_stairs;
481                         partcount = 0;
482                         partlength = random.range(1, length);
483                         continue;
484                 }
485
486                 partcount++;
487                 if (partcount >= partlength) {
488                         partcount = 0;
489
490                         dir = random_turn(random, dir);
491
492                         partlength = random.range(1, length);
493
494                         make_stairs = 0;
495                         if (random.next() % 2 == 0 && partlength >= 3)
496                                 make_stairs = random.next() % 2 ? 1 : -1;
497                 }
498         }
499         result_place = p0;
500         result_dir = dir;
501 }
502
503
504 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
505 {
506         for (u32 i = 0; i < 100; i++) {
507                 v3s16 p = m_pos + m_dir;
508                 v3s16 p1 = p + v3s16(0, 1, 0);
509                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
510                         randomizeDir();
511                         continue;
512                 }
513                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
514                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
515                         // Found wall, this is a good place!
516                         result_place = p;
517                         result_dir = m_dir;
518                         // Randomize next direction
519                         randomizeDir();
520                         return true;
521                 }
522                 /*
523                         Determine where to move next
524                 */
525                 // Jump one up if the actual space is there
526                 if (vm->getNodeNoExNoEmerge(p +
527                                 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
528                                 vm->getNodeNoExNoEmerge(p +
529                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
530                                 vm->getNodeNoExNoEmerge(p +
531                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
532                         p += v3s16(0,1,0);
533                 // Jump one down if the actual space is there
534                 if (vm->getNodeNoExNoEmerge(p +
535                                 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
536                                 vm->getNodeNoExNoEmerge(p +
537                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
538                                 vm->getNodeNoExNoEmerge(p +
539                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
540                         p += v3s16(0, -1, 0);
541                 // Check if walking is now possible
542                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
543                                 vm->getNodeNoExNoEmerge(p +
544                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
545                         // Cannot continue walking here
546                         randomizeDir();
547                         continue;
548                 }
549                 // Move there
550                 m_pos = p;
551         }
552         return false;
553 }
554
555
556 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
557         v3s16 &result_doordir, v3s16 &result_roomplace)
558 {
559         for (s16 trycount = 0; trycount < 30; trycount++) {
560                 v3s16 doorplace;
561                 v3s16 doordir;
562                 bool r = findPlaceForDoor(doorplace, doordir);
563                 if (r == false)
564                         continue;
565                 v3s16 roomplace;
566                 // X east, Z north, Y up
567                 if (doordir == v3s16(1, 0, 0)) // X+
568                         roomplace = doorplace +
569                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
570                 if (doordir == v3s16(-1, 0, 0)) // X-
571                         roomplace = doorplace +
572                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
573                 if (doordir == v3s16(0, 0, 1)) // Z+
574                         roomplace = doorplace +
575                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
576                 if (doordir == v3s16(0, 0, -1)) // Z-
577                         roomplace = doorplace +
578                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
579
580                 // Check fit
581                 bool fits = true;
582                 for (s16 z = 1; z < roomsize.Z - 1; z++)
583                 for (s16 y = 1; y < roomsize.Y - 1; y++)
584                 for (s16 x = 1; x < roomsize.X - 1; x++) {
585                         v3s16 p = roomplace + v3s16(x, y, z);
586                         if (!vm->m_area.contains(p)) {
587                                 fits = false;
588                                 break;
589                         }
590                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
591                                 fits = false;
592                                 break;
593                         }
594                 }
595                 if (fits == false) {
596                         // Find new place
597                         continue;
598                 }
599                 result_doorplace = doorplace;
600                 result_doordir   = doordir;
601                 result_roomplace = roomplace;
602                 return true;
603         }
604         return false;
605 }
606
607
608 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
609 {
610         // Make diagonal directions somewhat rare
611         if (diagonal_dirs && (random.next() % 4 == 0)) {
612                 v3s16 dir;
613                 int trycount = 0;
614
615                 do {
616                         trycount++;
617
618                         dir.Z = random.next() % 3 - 1;
619                         dir.Y = 0;
620                         dir.X = random.next() % 3 - 1;
621                 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
622
623                 return dir;
624         } else {
625                 if (random.next() % 2 == 0)
626                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
627                 else
628                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
629         }
630 }
631
632
633 v3s16 turn_xz(v3s16 olddir, int t)
634 {
635         v3s16 dir;
636         if (t == 0) {
637                 // Turn right
638                 dir.X = olddir.Z;
639                 dir.Z = -olddir.X;
640                 dir.Y = olddir.Y;
641         } else {
642                 // Turn left
643                 dir.X = -olddir.Z;
644                 dir.Z = olddir.X;
645                 dir.Y = olddir.Y;
646         }
647         return dir;
648 }
649
650
651 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
652 {
653         int turn = random.range(0, 2);
654         v3s16 dir;
655         if (turn == 0)
656                 // Go straight
657                 dir = olddir;
658         else if (turn == 1)
659                 // Turn right
660                 dir = turn_xz(olddir, 0);
661         else
662                 // Turn left
663                 dir = turn_xz(olddir, 1);
664         return dir;
665 }
666
667
668 int dir_to_facedir(v3s16 d)
669 {
670         if (abs(d.X) > abs(d.Z))
671                 return d.X < 0 ? 3 : 1;
672         else
673                 return d.Z < 0 ? 2 : 0;
674 }