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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_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
35 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
36
37
38 ///////////////////////////////////////////////////////////////////////////////
39
40
41 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
42         this->mg = mapgen;
43         this->vm = mapgen->vm;
44
45 #ifdef DGEN_USE_TORCHES
46         c_torch  = ndef->getId("default:torch");
47 #endif
48
49         if (dparams) {
50                 memcpy(&dp, dparams, sizeof(dp));
51         } else {
52                 dp.c_water  = mg->ndef->getId("mapgen_water_source");
53                 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
54                 dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
55                 dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
56
57                 dp.diagonal_dirs = false;
58                 dp.mossratio  = 3.0;
59                 dp.holesize   = v3s16(1, 2, 1);
60                 dp.roomsize   = v3s16(0,0,0);
61                 dp.notifytype = GENNOTIFY_DUNGEON;
62
63                 dp.np_rarity  = nparams_dungeon_rarity;
64                 dp.np_wetness = nparams_dungeon_wetness;
65                 dp.np_density = nparams_dungeon_density;
66         }
67 }
68
69
70 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
71         //TimeTaker t("gen dungeons");
72         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
73                 return;
74
75         this->blockseed = bseed;
76         random.seed(bseed + 2);
77
78         // Dungeon generator doesn't modify places which have this set
79         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
80
81         bool no_float = !g_settings->getBool("enable_floating_dungeons");
82
83         // Set all air and water (and optionally ignore) to be untouchable
84         // to make dungeons open to caves and open air
85         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
86                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
87                         u32 i = vm->m_area.index(nmin.X, y, z);
88                         for (s16 x = nmin.X; x <= nmax.X; x++) {
89                                 content_t c = vm->m_data[i].getContent();
90                                 if (c == CONTENT_AIR || c == dp.c_water
91                                                 || (no_float && c == CONTENT_IGNORE))
92                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
93                                 i++;
94                         }
95                 }
96         }
97
98         // Add it
99         makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
100
101         // Convert some cobble to mossy cobble
102         if (dp.mossratio != 0.0) {
103                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
104                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
105                         u32 i = vm->m_area.index(nmin.X, y, z);
106                         for (s16 x = nmin.X; x <= nmax.X; x++) {
107                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
108                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
109                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
110                                         if (density < wetness / dp.mossratio)
111                                                 vm->m_data[i].setContent(dp.c_moss);
112                                 }
113                                 i++;
114                         }
115                 }
116         }
117
118         //printf("== gen dungeons: %dms\n", t.stop());
119 }
120
121
122 void DungeonGen::makeDungeon(v3s16 start_padding)
123 {
124         v3s16 areasize = vm->m_area.getExtent();
125         v3s16 roomsize;
126         v3s16 roomplace;
127
128         /*
129                 Find place for first room
130         */
131         bool fits = false;
132         for (u32 i = 0; i < 100 && !fits; i++)
133         {
134                 bool is_large_room = ((random.next() & 3) == 1);
135                 roomsize = is_large_room ?
136                         v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
137                         v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
138                 roomsize += dp.roomsize;
139
140                 // start_padding is used to disallow starting the generation of
141                 // a dungeon in a neighboring generation chunk
142                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
143                         random.range(0,areasize.X-roomsize.X-1-start_padding.X),
144                         random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
145                         random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
146
147                 /*
148                         Check that we're not putting the room to an unknown place,
149                         otherwise it might end up floating in the air
150                 */
151                 fits = true;
152                 for (s16 z = 1; z < roomsize.Z - 1; z++)
153                 for (s16 y = 1; y < roomsize.Y - 1; y++)
154                 for (s16 x = 1; x < roomsize.X - 1; x++)
155                 {
156                         v3s16 p = roomplace + v3s16(x, y, z);
157                         u32 vi = vm->m_area.index(p);
158                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
159                                 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
160                                 fits = false;
161                                 break;
162                         }
163                 }
164         }
165         // No place found
166         if (fits == false)
167                 return;
168
169         /*
170                 Stores the center position of the last room made, so that
171                 a new corridor can be started from the last room instead of
172                 the new room, if chosen so.
173         */
174         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
175
176         u32 room_count = random.range(2, 16);
177         for (u32 i = 0; i < room_count; i++)
178         {
179                 // Make a room to the determined place
180                 makeRoom(roomsize, roomplace);
181
182                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
183                 mg->gennotify.addEvent(dp.notifytype, room_center);
184
185 #ifdef DGEN_USE_TORCHES
186                 // Place torch at room center (for testing)
187                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
188 #endif
189
190                 // Quit if last room
191                 if (i == room_count - 1)
192                         break;
193
194                 // Determine walker start position
195
196                 bool start_in_last_room = (random.range(0, 2) != 0);
197
198                 v3s16 walker_start_place;
199
200                 if (start_in_last_room) {
201                         walker_start_place = last_room_center;
202                 } else {
203                         walker_start_place = room_center;
204                         // Store center of current room as the last one
205                         last_room_center = room_center;
206                 }
207
208                 // Create walker and find a place for a door
209                 v3s16 doorplace;
210                 v3s16 doordir;
211
212                 m_pos = walker_start_place;
213                 if (!findPlaceForDoor(doorplace, doordir))
214                         return;
215
216                 if (random.range(0,1) == 0)
217                         // Make the door
218                         makeDoor(doorplace, doordir);
219                 else
220                         // Don't actually make a door
221                         doorplace -= doordir;
222
223                 // Make a random corridor starting from the door
224                 v3s16 corridor_end;
225                 v3s16 corridor_end_dir;
226                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
227
228                 // Find a place for a random sized room
229                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
230                 roomsize += dp.roomsize;
231
232                 m_pos = corridor_end;
233                 m_dir = corridor_end_dir;
234                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
235                         return;
236
237                 if (random.range(0,1) == 0)
238                         // Make the door
239                         makeDoor(doorplace, doordir);
240                 else
241                         // Don't actually make a door
242                         roomplace -= doordir;
243
244         }
245 }
246
247
248 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
249 {
250         MapNode n_cobble(dp.c_cobble);
251         MapNode n_air(CONTENT_AIR);
252
253         // Make +-X walls
254         for (s16 z = 0; z < roomsize.Z; z++)
255         for (s16 y = 0; y < roomsize.Y; y++)
256         {
257                 {
258                         v3s16 p = roomplace + v3s16(0, y, z);
259                         if (vm->m_area.contains(p) == false)
260                                 continue;
261                         u32 vi = vm->m_area.index(p);
262                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
263                                 continue;
264                         vm->m_data[vi] = n_cobble;
265                 }
266                 {
267                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
268                         if (vm->m_area.contains(p) == false)
269                                 continue;
270                         u32 vi = vm->m_area.index(p);
271                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
272                                 continue;
273                         vm->m_data[vi] = n_cobble;
274                 }
275         }
276
277         // Make +-Z walls
278         for (s16 x = 0; x < roomsize.X; x++)
279         for (s16 y = 0; y < roomsize.Y; y++)
280         {
281                 {
282                         v3s16 p = roomplace + v3s16(x, y, 0);
283                         if (vm->m_area.contains(p) == false)
284                                 continue;
285                         u32 vi = vm->m_area.index(p);
286                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
287                                 continue;
288                         vm->m_data[vi] = n_cobble;
289                 }
290                 {
291                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
292                         if (vm->m_area.contains(p) == false)
293                                 continue;
294                         u32 vi = vm->m_area.index(p);
295                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
296                                 continue;
297                         vm->m_data[vi] = n_cobble;
298                 }
299         }
300
301         // Make +-Y walls (floor and ceiling)
302         for (s16 z = 0; z < roomsize.Z; z++)
303         for (s16 x = 0; x < roomsize.X; x++)
304         {
305                 {
306                         v3s16 p = roomplace + v3s16(x, 0, z);
307                         if (vm->m_area.contains(p) == false)
308                                 continue;
309                         u32 vi = vm->m_area.index(p);
310                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
311                                 continue;
312                         vm->m_data[vi] = n_cobble;
313                 }
314                 {
315                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
316                         if (vm->m_area.contains(p) == false)
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_cobble;
322                 }
323         }
324
325         // Fill with air
326         for (s16 z = 1; z < roomsize.Z - 1; z++)
327         for (s16 y = 1; y < roomsize.Y - 1; y++)
328         for (s16 x = 1; x < roomsize.X - 1; x++)
329         {
330                 v3s16 p = roomplace + v3s16(x, y, z);
331                 if (vm->m_area.contains(p) == false)
332                         continue;
333                 u32 vi = vm->m_area.index(p);
334                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
335                 vm->m_data[vi]   = n_air;
336         }
337 }
338
339
340 void DungeonGen::makeFill(v3s16 place, v3s16 size,
341                 u8 avoid_flags, MapNode n, u8 or_flags)
342 {
343         for (s16 z = 0; z < size.Z; z++)
344         for (s16 y = 0; y < size.Y; y++)
345         for (s16 x = 0; x < size.X; x++)
346         {
347                 v3s16 p = place + v3s16(x, y, z);
348                 if (vm->m_area.contains(p) == false)
349                         continue;
350                 u32 vi = vm->m_area.index(p);
351                 if (vm->m_flags[vi] & avoid_flags)
352                         continue;
353                 vm->m_flags[vi] |= or_flags;
354                 vm->m_data[vi]   = n;
355         }
356 }
357
358
359 void DungeonGen::makeHole(v3s16 place)
360 {
361         makeFill(place, dp.holesize, 0,
362                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
363 }
364
365
366 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
367 {
368         makeHole(doorplace);
369
370 #ifdef DGEN_USE_TORCHES
371         // Place torch (for testing)
372         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
373 #endif
374 }
375
376
377 void DungeonGen::makeCorridor(v3s16 doorplace,
378                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
379 {
380         makeHole(doorplace);
381         v3s16 p0 = doorplace;
382         v3s16 dir = doordir;
383         u32 length;
384         /*if (random.next() % 2)
385                 length = random.range(1, 13);
386         else
387                 length = random.range(1, 6);*/
388         length = random.range(1, 13);
389         u32 partlength = random.range(1, 13);
390         u32 partcount = 0;
391         s16 make_stairs = 0;
392
393         if (random.next() % 2 == 0 && partlength >= 3)
394                 make_stairs = random.next() % 2 ? 1 : -1;
395
396         for (u32 i = 0; i < length; i++) {
397                 v3s16 p = p0 + dir;
398                 if (partcount != 0)
399                         p.Y += make_stairs;
400
401                 if (vm->m_area.contains(p) == true &&
402                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
403                         if (make_stairs) {
404                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
405                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
406                                 makeHole(p);
407                                 makeHole(p - dir);
408
409                                 // TODO: fix stairs code so it works 100% (quite difficult)
410
411                                 // exclude stairs from the bottom step
412                                 // exclude stairs from diagonal steps
413                                 if (((dir.X ^ dir.Z) & 1) &&
414                                         (((make_stairs ==  1) && i != 0) ||
415                                         ((make_stairs == -1) && i != length - 1))) {
416                                         // rotate face 180 deg if making stairs backwards
417                                         int facedir = dir_to_facedir(dir * make_stairs);
418
419                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
420                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
421                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
422
423                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
424                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
425                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
426                                 }
427                         } else {
428                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
429                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
430                                 makeHole(p);
431                         }
432
433                         p0 = p;
434                 } else {
435                         // Can't go here, turn away
436                         dir = turn_xz(dir, random.range(0, 1));
437                         make_stairs = -make_stairs;
438                         partcount = 0;
439                         partlength = random.range(1, length);
440                         continue;
441                 }
442
443                 partcount++;
444                 if (partcount >= partlength) {
445                         partcount = 0;
446
447                         dir = random_turn(random, dir);
448
449                         partlength = random.range(1,length);
450
451                         make_stairs = 0;
452                         if (random.next() % 2 == 0 && partlength >= 3)
453                                 make_stairs = random.next() % 2 ? 1 : -1;
454                 }
455         }
456         result_place = p0;
457         result_dir = dir;
458 }
459
460
461 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
462 {
463         for (u32 i = 0; i < 100; i++)
464         {
465                 v3s16 p = m_pos + m_dir;
466                 v3s16 p1 = p + v3s16(0, 1, 0);
467                 if (vm->m_area.contains(p) == false
468                  || vm->m_area.contains(p1) == false
469                  || i % 4 == 0)
470                 {
471                         randomizeDir();
472                         continue;
473                 }
474                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
475                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
476                 {
477                         // Found wall, this is a good place!
478                         result_place = p;
479                         result_dir = m_dir;
480                         // Randomize next direction
481                         randomizeDir();
482                         return true;
483                 }
484                 /*
485                         Determine where to move next
486                 */
487                 // Jump one up if the actual space is there
488                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
489                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
490                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
491                         p += v3s16(0,1,0);
492                 // Jump one down if the actual space is there
493                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
494                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
495                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
496                         p += v3s16(0,-1,0);
497                 // Check if walking is now possible
498                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
499                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
500                 {
501                         // Cannot continue walking here
502                         randomizeDir();
503                         continue;
504                 }
505                 // Move there
506                 m_pos = p;
507         }
508         return false;
509 }
510
511
512 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
513                 v3s16 &result_doordir, v3s16 &result_roomplace)
514 {
515         for (s16 trycount = 0; trycount < 30; trycount++)
516         {
517                 v3s16 doorplace;
518                 v3s16 doordir;
519                 bool r = findPlaceForDoor(doorplace, doordir);
520                 if (r == false)
521                         continue;
522                 v3s16 roomplace;
523                 // X east, Z north, Y up
524 #if 1
525                 if (doordir == v3s16(1, 0, 0)) // X+
526                         roomplace = doorplace +
527                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
528                 if (doordir == v3s16(-1, 0, 0)) // X-
529                         roomplace = doorplace +
530                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
531                 if (doordir == v3s16(0, 0, 1)) // Z+
532                         roomplace = doorplace +
533                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
534                 if (doordir == v3s16(0, 0, -1)) // Z-
535                         roomplace = doorplace +
536                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
537 #endif
538 #if 0
539                 if (doordir == v3s16(1, 0, 0)) // X+
540                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
541                 if (doordir == v3s16(-1, 0, 0)) // X-
542                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
543                 if (doordir == v3s16(0, 0, 1)) // Z+
544                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
545                 if (doordir == v3s16(0, 0, -1)) // Z-
546                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
547 #endif
548
549                 // Check fit
550                 bool fits = true;
551                 for (s16 z = 1; z < roomsize.Z - 1; z++)
552                 for (s16 y = 1; y < roomsize.Y - 1; y++)
553                 for (s16 x = 1; x < roomsize.X - 1; x++)
554                 {
555                         v3s16 p = roomplace + v3s16(x, y, z);
556                         if (vm->m_area.contains(p) == false)
557                         {
558                                 fits = false;
559                                 break;
560                         }
561                         if (vm->m_flags[vm->m_area.index(p)]
562                                         & VMANIP_FLAG_DUNGEON_INSIDE)
563                         {
564                                 fits = false;
565                                 break;
566                         }
567                 }
568                 if(fits == false)
569                 {
570                         // Find new place
571                         continue;
572                 }
573                 result_doorplace = doorplace;
574                 result_doordir   = doordir;
575                 result_roomplace = roomplace;
576                 return true;
577         }
578         return false;
579 }
580
581
582 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
583 {
584         // Make diagonal directions somewhat rare
585         if (diagonal_dirs && (random.next() % 4 == 0)) {
586                 v3s16 dir;
587                 int trycount = 0;
588
589                 do {
590                         trycount++;
591                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
592                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
593
594                 return dir;
595         } else {
596                 if (random.next() % 2 == 0)
597                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
598                 else
599                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
600         }
601 }
602
603
604 v3s16 turn_xz(v3s16 olddir, int t)
605 {
606         v3s16 dir;
607         if (t == 0)
608         {
609                 // Turn right
610                 dir.X = olddir.Z;
611                 dir.Z = -olddir.X;
612                 dir.Y = olddir.Y;
613         }
614         else
615         {
616                 // Turn left
617                 dir.X = -olddir.Z;
618                 dir.Z = olddir.X;
619                 dir.Y = olddir.Y;
620         }
621         return dir;
622 }
623
624
625 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
626 {
627         int turn = random.range(0, 2);
628         v3s16 dir;
629         if (turn == 0)
630         {
631                 // Go straight
632                 dir = olddir;
633         }
634         else if (turn == 1)
635                 // Turn right
636                 dir = turn_xz(olddir, 0);
637         else
638                 // Turn left
639                 dir = turn_xz(olddir, 1);
640         return dir;
641 }
642
643
644 int dir_to_facedir(v3s16 d) {
645         if (abs(d.X) > abs(d.Z))
646                 return d.X < 0 ? 3 : 1;
647         else
648                 return d.Z < 0 ? 2 : 0;
649 }