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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 {
43         this->mg = mapgen;
44         this->vm = mapgen->vm;
45
46 #ifdef DGEN_USE_TORCHES
47         c_torch  = ndef->getId("default:torch");
48 #endif
49
50         if (dparams) {
51                 memcpy(&dp, dparams, sizeof(dp));
52         } else {
53                 dp.c_water  = mg->ndef->getId("mapgen_water_source");
54                 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
55                 dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
56                 dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
57
58                 dp.diagonal_dirs = false;
59                 dp.mossratio     = 3.0;
60                 dp.holesize      = v3s16(1, 2, 1);
61                 dp.roomsize      = v3s16(0, 0, 0);
62                 dp.notifytype    = GENNOTIFY_DUNGEON;
63
64                 dp.np_rarity  = nparams_dungeon_rarity;
65                 dp.np_wetness = nparams_dungeon_wetness;
66                 dp.np_density = nparams_dungeon_density;
67         }
68 }
69
70
71 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
72 {
73         //TimeTaker t("gen dungeons");
74         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
75                 return;
76
77         this->blockseed = bseed;
78         random.seed(bseed + 2);
79
80         // Dungeon generator doesn't modify places which have this set
81         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
82
83         // Set all air and water 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                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
92                                 i++;
93                         }
94                 }
95         }
96
97         // Add it
98         makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
99
100         // Convert some cobble to mossy cobble
101         if (dp.mossratio != 0.0) {
102                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
103                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
104                         u32 i = vm->m_area.index(nmin.X, y, z);
105                         for (s16 x = nmin.X; x <= nmax.X; x++) {
106                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
107                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
108                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
109                                         if (density < wetness / dp.mossratio)
110                                                 vm->m_data[i].setContent(dp.c_moss);
111                                 }
112                                 i++;
113                         }
114                 }
115         }
116
117         //printf("== gen dungeons: %dms\n", t.stop());
118 }
119
120
121 void DungeonGen::makeDungeon(v3s16 start_padding)
122 {
123         v3s16 areasize = vm->m_area.getExtent();
124         v3s16 roomsize;
125         v3s16 roomplace;
126
127         /*
128                 Find place for first room
129         */
130         bool fits = false;
131         for (u32 i = 0; i < 100 && !fits; i++) {
132                 bool is_large_room = ((random.next() & 3) == 1);
133                 roomsize = is_large_room ?
134                         v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
135                         v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
136                 roomsize += dp.roomsize;
137
138                 // start_padding is used to disallow starting the generation of
139                 // a dungeon in a neighboring generation chunk
140                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
141                         random.range(0, areasize.X - roomsize.X - start_padding.X),
142                         random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
143                         random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
144
145                 /*
146                         Check that we're not putting the room to an unknown place,
147                         otherwise it might end up floating in the air
148                 */
149                 fits = true;
150                 for (s16 z = 0; z < roomsize.Z; z++)
151                 for (s16 y = 0; y < roomsize.Y; y++)
152                 for (s16 x = 0; x < roomsize.X; x++) {
153                         v3s16 p = roomplace + v3s16(x, y, z);
154                         u32 vi = vm->m_area.index(p);
155                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
156                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
157                                 fits = false;
158                                 break;
159                         }
160                 }
161         }
162         // No place found
163         if (fits == false)
164                 return;
165
166         /*
167                 Stores the center position of the last room made, so that
168                 a new corridor can be started from the last room instead of
169                 the new room, if chosen so.
170         */
171         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
172
173         u32 room_count = random.range(2, 16);
174         for (u32 i = 0; i < room_count; i++) {
175                 // Make a room to the determined place
176                 makeRoom(roomsize, roomplace);
177
178                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
179                 mg->gennotify.addEvent(dp.notifytype, room_center);
180
181 #ifdef DGEN_USE_TORCHES
182                 // Place torch at room center (for testing)
183                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
184 #endif
185
186                 // Quit if last room
187                 if (i == room_count - 1)
188                         break;
189
190                 // Determine walker start position
191
192                 bool start_in_last_room = (random.range(0, 2) != 0);
193
194                 v3s16 walker_start_place;
195
196                 if (start_in_last_room) {
197                         walker_start_place = last_room_center;
198                 } else {
199                         walker_start_place = room_center;
200                         // Store center of current room as the last one
201                         last_room_center = room_center;
202                 }
203
204                 // Create walker and find a place for a door
205                 v3s16 doorplace;
206                 v3s16 doordir;
207
208                 m_pos = walker_start_place;
209                 if (!findPlaceForDoor(doorplace, doordir))
210                         return;
211
212                 if (random.range(0, 1) == 0)
213                         // Make the door
214                         makeDoor(doorplace, doordir);
215                 else
216                         // Don't actually make a door
217                         doorplace -= doordir;
218
219                 // Make a random corridor starting from the door
220                 v3s16 corridor_end;
221                 v3s16 corridor_end_dir;
222                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
223
224                 // Find a place for a random sized room
225                 roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
226                 roomsize += dp.roomsize;
227
228                 m_pos = corridor_end;
229                 m_dir = corridor_end_dir;
230                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
231                         return;
232
233                 if (random.range(0, 1) == 0)
234                         // Make the door
235                         makeDoor(doorplace, doordir);
236                 else
237                         // Don't actually make a door
238                         roomplace -= doordir;
239
240         }
241 }
242
243
244 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
245 {
246         MapNode n_cobble(dp.c_cobble);
247         MapNode n_air(CONTENT_AIR);
248
249         // Make +-X walls
250         for (s16 z = 0; z < roomsize.Z; z++)
251         for (s16 y = 0; y < roomsize.Y; y++) {
252                 {
253                         v3s16 p = roomplace + v3s16(0, y, z);
254                         if (!vm->m_area.contains(p))
255                                 continue;
256                         u32 vi = vm->m_area.index(p);
257                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
258                                 continue;
259                         vm->m_data[vi] = n_cobble;
260                 }
261                 {
262                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
263                         if (!vm->m_area.contains(p))
264                                 continue;
265                         u32 vi = vm->m_area.index(p);
266                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
267                                 continue;
268                         vm->m_data[vi] = n_cobble;
269                 }
270         }
271
272         // Make +-Z walls
273         for (s16 x = 0; x < roomsize.X; x++)
274         for (s16 y = 0; y < roomsize.Y; y++) {
275                 {
276                         v3s16 p = roomplace + v3s16(x, y, 0);
277                         if (!vm->m_area.contains(p))
278                                 continue;
279                         u32 vi = vm->m_area.index(p);
280                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
281                                 continue;
282                         vm->m_data[vi] = n_cobble;
283                 }
284                 {
285                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
286                         if (!vm->m_area.contains(p))
287                                 continue;
288                         u32 vi = vm->m_area.index(p);
289                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
290                                 continue;
291                         vm->m_data[vi] = n_cobble;
292                 }
293         }
294
295         // Make +-Y walls (floor and ceiling)
296         for (s16 z = 0; z < roomsize.Z; z++)
297         for (s16 x = 0; x < roomsize.X; x++) {
298                 {
299                         v3s16 p = roomplace + v3s16(x, 0, z);
300                         if (!vm->m_area.contains(p))
301                                 continue;
302                         u32 vi = vm->m_area.index(p);
303                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
304                                 continue;
305                         vm->m_data[vi] = n_cobble;
306                 }
307                 {
308                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
309                         if (!vm->m_area.contains(p))
310                                 continue;
311                         u32 vi = vm->m_area.index(p);
312                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
313                                 continue;
314                         vm->m_data[vi] = n_cobble;
315                 }
316         }
317
318         // Fill with air
319         for (s16 z = 1; z < roomsize.Z - 1; z++)
320         for (s16 y = 1; y < roomsize.Y - 1; y++)
321         for (s16 x = 1; x < roomsize.X - 1; x++) {
322                 v3s16 p = roomplace + v3s16(x, y, z);
323                 if (!vm->m_area.contains(p))
324                         continue;
325                 u32 vi = vm->m_area.index(p);
326                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
327                 vm->m_data[vi] = n_air;
328         }
329 }
330
331
332 void DungeonGen::makeFill(v3s16 place, v3s16 size,
333         u8 avoid_flags, MapNode n, u8 or_flags)
334 {
335         for (s16 z = 0; z < size.Z; z++)
336         for (s16 y = 0; y < size.Y; y++)
337         for (s16 x = 0; x < size.X; x++) {
338                 v3s16 p = place + v3s16(x, y, z);
339                 if (!vm->m_area.contains(p))
340                         continue;
341                 u32 vi = vm->m_area.index(p);
342                 if (vm->m_flags[vi] & avoid_flags)
343                         continue;
344                 vm->m_flags[vi] |= or_flags;
345                 vm->m_data[vi] = n;
346         }
347 }
348
349
350 void DungeonGen::makeHole(v3s16 place)
351 {
352         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
353                 VMANIP_FLAG_DUNGEON_INSIDE);
354 }
355
356
357 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
358 {
359         makeHole(doorplace);
360
361 #ifdef DGEN_USE_TORCHES
362         // Place torch (for testing)
363         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
364 #endif
365 }
366
367
368 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
369         v3s16 &result_place, v3s16 &result_dir)
370 {
371         makeHole(doorplace);
372         v3s16 p0 = doorplace;
373         v3s16 dir = doordir;
374         u32 length;
375         /*if (random.next() % 2)
376                 length = random.range(1, 13);
377         else
378                 length = random.range(1, 6);*/
379         length = random.range(1, 13);
380         u32 partlength = random.range(1, 13);
381         u32 partcount = 0;
382         s16 make_stairs = 0;
383
384         if (random.next() % 2 == 0 && partlength >= 3)
385                 make_stairs = random.next() % 2 ? 1 : -1;
386
387         for (u32 i = 0; i < length; i++) {
388                 v3s16 p = p0 + dir;
389                 if (partcount != 0)
390                         p.Y += make_stairs;
391
392                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
393                         if (make_stairs) {
394                                 makeFill(p + v3s16(-1, -1, -1),
395                                         dp.holesize + v3s16(2, 3, 2),
396                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
397                                         MapNode(dp.c_cobble),
398                                         0);
399                                 makeHole(p);
400                                 makeHole(p - dir);
401
402                                 // TODO: fix stairs code so it works 100%
403                                 // (quite difficult)
404
405                                 // exclude stairs from the bottom step
406                                 // exclude stairs from diagonal steps
407                                 if (((dir.X ^ dir.Z) & 1) &&
408                                                 (((make_stairs ==  1) && i != 0) ||
409                                                 ((make_stairs == -1) && i != length - 1))) {
410                                         // rotate face 180 deg if
411                                         // making stairs backwards
412                                         int facedir = dir_to_facedir(dir * make_stairs);
413
414                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
415                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
416                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
417
418                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
419                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
420                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
421                                 }
422                         } else {
423                                 makeFill(p + v3s16(-1, -1, -1),
424                                         dp.holesize + v3s16(2, 2, 2),
425                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
426                                         MapNode(dp.c_cobble),
427                                         0);
428                                 makeHole(p);
429                         }
430
431                         p0 = p;
432                 } else {
433                         // Can't go here, turn away
434                         dir = turn_xz(dir, random.range(0, 1));
435                         make_stairs = -make_stairs;
436                         partcount = 0;
437                         partlength = random.range(1, length);
438                         continue;
439                 }
440
441                 partcount++;
442                 if (partcount >= partlength) {
443                         partcount = 0;
444
445                         dir = random_turn(random, dir);
446
447                         partlength = random.range(1, length);
448
449                         make_stairs = 0;
450                         if (random.next() % 2 == 0 && partlength >= 3)
451                                 make_stairs = random.next() % 2 ? 1 : -1;
452                 }
453         }
454         result_place = p0;
455         result_dir = dir;
456 }
457
458
459 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
460 {
461         for (u32 i = 0; i < 100; i++) {
462                 v3s16 p = m_pos + m_dir;
463                 v3s16 p1 = p + v3s16(0, 1, 0);
464                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
465                         randomizeDir();
466                         continue;
467                 }
468                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
469                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
470                         // Found wall, this is a good place!
471                         result_place = p;
472                         result_dir = m_dir;
473                         // Randomize next direction
474                         randomizeDir();
475                         return true;
476                 }
477                 /*
478                         Determine where to move next
479                 */
480                 // Jump one up if the actual space is there
481                 if (vm->getNodeNoExNoEmerge(p +
482                                 v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
483                                 vm->getNodeNoExNoEmerge(p +
484                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
485                                 vm->getNodeNoExNoEmerge(p +
486                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
487                         p += v3s16(0,1,0);
488                 // Jump one down if the actual space is there
489                 if (vm->getNodeNoExNoEmerge(p +
490                                 v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
491                                 vm->getNodeNoExNoEmerge(p +
492                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
493                                 vm->getNodeNoExNoEmerge(p +
494                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
495                         p += v3s16(0, -1, 0);
496                 // Check if walking is now possible
497                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
498                                 vm->getNodeNoExNoEmerge(p +
499                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
500                         // Cannot continue walking here
501                         randomizeDir();
502                         continue;
503                 }
504                 // Move there
505                 m_pos = p;
506         }
507         return false;
508 }
509
510
511 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
512         v3s16 &result_doordir, v3s16 &result_roomplace)
513 {
514         for (s16 trycount = 0; trycount < 30; trycount++) {
515                 v3s16 doorplace;
516                 v3s16 doordir;
517                 bool r = findPlaceForDoor(doorplace, doordir);
518                 if (r == false)
519                         continue;
520                 v3s16 roomplace;
521                 // X east, Z north, Y up
522 #if 1
523                 if (doordir == v3s16(1, 0, 0)) // X+
524                         roomplace = doorplace +
525                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
526                 if (doordir == v3s16(-1, 0, 0)) // X-
527                         roomplace = doorplace +
528                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
529                 if (doordir == v3s16(0, 0, 1)) // Z+
530                         roomplace = doorplace +
531                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
532                 if (doordir == v3s16(0, 0, -1)) // Z-
533                         roomplace = doorplace +
534                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
535 #endif
536 #if 0
537                 if (doordir == v3s16(1, 0, 0)) // X+
538                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
539                 if (doordir == v3s16(-1, 0, 0)) // X-
540                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
541                 if (doordir == v3s16(0, 0, 1)) // Z+
542                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
543                 if (doordir == v3s16(0, 0, -1)) // Z-
544                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
545 #endif
546
547                 // Check fit
548                 bool fits = true;
549                 for (s16 z = 1; z < roomsize.Z - 1; z++)
550                 for (s16 y = 1; y < roomsize.Y - 1; y++)
551                 for (s16 x = 1; x < roomsize.X - 1; x++) {
552                         v3s16 p = roomplace + v3s16(x, y, z);
553                         if (!vm->m_area.contains(p)) {
554                                 fits = false;
555                                 break;
556                         }
557                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
558                                 fits = false;
559                                 break;
560                         }
561                 }
562                 if (fits == false) {
563                         // Find new place
564                         continue;
565                 }
566                 result_doorplace = doorplace;
567                 result_doordir   = doordir;
568                 result_roomplace = roomplace;
569                 return true;
570         }
571         return false;
572 }
573
574
575 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
576 {
577         // Make diagonal directions somewhat rare
578         if (diagonal_dirs && (random.next() % 4 == 0)) {
579                 v3s16 dir;
580                 int trycount = 0;
581
582                 do {
583                         trycount++;
584                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
585                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
586
587                 return dir;
588         } else {
589                 if (random.next() % 2 == 0)
590                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
591                 else
592                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
593         }
594 }
595
596
597 v3s16 turn_xz(v3s16 olddir, int t)
598 {
599         v3s16 dir;
600         if (t == 0) {
601                 // Turn right
602                 dir.X = olddir.Z;
603                 dir.Z = -olddir.X;
604                 dir.Y = olddir.Y;
605         } else {
606                 // Turn left
607                 dir.X = -olddir.Z;
608                 dir.Z = olddir.X;
609                 dir.Y = olddir.Y;
610         }
611         return dir;
612 }
613
614
615 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
616 {
617         int turn = random.range(0, 2);
618         v3s16 dir;
619         if (turn == 0)
620                 // Go straight
621                 dir = olddir;
622         else if (turn == 1)
623                 // Turn right
624                 dir = turn_xz(olddir, 0);
625         else
626                 // Turn left
627                 dir = turn_xz(olddir, 1);
628         return dir;
629 }
630
631
632 int dir_to_facedir(v3s16 d)
633 {
634         if (abs(d.X) > abs(d.Z))
635                 return d.X < 0 ? 3 : 1;
636         else
637                 return d.Z < 0 ? 2 : 0;
638 }