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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         // For mapgens using river water
70         dp.c_river_water = mg->ndef->getId("mapgen_river_water_source");
71         if (dp.c_river_water == CONTENT_IGNORE)
72                 dp.c_river_water = mg->ndef->getId("mapgen_water_source");
73 }
74
75
76 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax)
77 {
78         //TimeTaker t("gen dungeons");
79         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
80                 return;
81
82         this->blockseed = bseed;
83         random.seed(bseed + 2);
84
85         // Dungeon generator doesn't modify places which have this set
86         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
87
88         // Set all air and water to be untouchable
89         // to make dungeons open to caves and open air
90         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
91                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
92                         u32 i = vm->m_area.index(nmin.X, y, z);
93                         for (s16 x = nmin.X; x <= nmax.X; x++) {
94                                 content_t c = vm->m_data[i].getContent();
95                                 if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
96                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
97                                 i++;
98                         }
99                 }
100         }
101
102         // Add it
103         makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
104
105         // Convert some cobble to mossy cobble
106         if (dp.mossratio != 0.0) {
107                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
108                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
109                         u32 i = vm->m_area.index(nmin.X, y, z);
110                         for (s16 x = nmin.X; x <= nmax.X; x++) {
111                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
112                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
113                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
114                                         if (density < wetness / dp.mossratio)
115                                                 vm->m_data[i].setContent(dp.c_moss);
116                                 }
117                                 i++;
118                         }
119                 }
120         }
121
122         //printf("== gen dungeons: %dms\n", t.stop());
123 }
124
125
126 void DungeonGen::makeDungeon(v3s16 start_padding)
127 {
128         v3s16 areasize = vm->m_area.getExtent();
129         v3s16 roomsize;
130         v3s16 roomplace;
131
132         /*
133                 Find place for first room
134         */
135         bool fits = false;
136         for (u32 i = 0; i < 100 && !fits; i++) {
137                 bool is_large_room = ((random.next() & 3) == 1);
138                 roomsize = is_large_room ?
139                         v3s16(random.range(8, 16), random.range(8, 16), random.range(8, 16)) :
140                         v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
141                 roomsize += dp.roomsize;
142
143                 // start_padding is used to disallow starting the generation of
144                 // a dungeon in a neighboring generation chunk
145                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
146                         random.range(0, areasize.X - roomsize.X - start_padding.X),
147                         random.range(0, areasize.Y - roomsize.Y - start_padding.Y),
148                         random.range(0, areasize.Z - roomsize.Z - start_padding.Z));
149
150                 /*
151                         Check that we're not putting the room to an unknown place,
152                         otherwise it might end up floating in the air
153                 */
154                 fits = true;
155                 for (s16 z = 0; z < roomsize.Z; z++)
156                 for (s16 y = 0; y < roomsize.Y; y++)
157                 for (s16 x = 0; x < roomsize.X; x++) {
158                         v3s16 p = roomplace + v3s16(x, y, z);
159                         u32 vi = vm->m_area.index(p);
160                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
161                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
162                                 fits = false;
163                                 break;
164                         }
165                 }
166         }
167         // No place found
168         if (fits == false)
169                 return;
170
171         /*
172                 Stores the center position of the last room made, so that
173                 a new corridor can be started from the last room instead of
174                 the new room, if chosen so.
175         */
176         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
177
178         u32 room_count = random.range(2, 16);
179         for (u32 i = 0; i < room_count; i++) {
180                 // Make a room to the determined place
181                 makeRoom(roomsize, roomplace);
182
183                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
184                 mg->gennotify.addEvent(dp.notifytype, room_center);
185
186 #ifdef DGEN_USE_TORCHES
187                 // Place torch at room center (for testing)
188                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
189 #endif
190
191                 // Quit if last room
192                 if (i == room_count - 1)
193                         break;
194
195                 // Determine walker start position
196
197                 bool start_in_last_room = (random.range(0, 2) != 0);
198
199                 v3s16 walker_start_place;
200
201                 if (start_in_last_room) {
202                         walker_start_place = last_room_center;
203                 } else {
204                         walker_start_place = room_center;
205                         // Store center of current room as the last one
206                         last_room_center = room_center;
207                 }
208
209                 // Create walker and find a place for a door
210                 v3s16 doorplace;
211                 v3s16 doordir;
212
213                 m_pos = walker_start_place;
214                 if (!findPlaceForDoor(doorplace, doordir))
215                         return;
216
217                 if (random.range(0, 1) == 0)
218                         // Make the door
219                         makeDoor(doorplace, doordir);
220                 else
221                         // Don't actually make a door
222                         doorplace -= doordir;
223
224                 // Make a random corridor starting from the door
225                 v3s16 corridor_end;
226                 v3s16 corridor_end_dir;
227                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
228
229                 // Find a place for a random sized room
230                 roomsize = v3s16(random.range(4, 8), random.range(4, 6), random.range(4, 8));
231                 roomsize += dp.roomsize;
232
233                 m_pos = corridor_end;
234                 m_dir = corridor_end_dir;
235                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
236                         return;
237
238                 if (random.range(0, 1) == 0)
239                         // Make the door
240                         makeDoor(doorplace, doordir);
241                 else
242                         // Don't actually make a door
243                         roomplace -= doordir;
244
245         }
246 }
247
248
249 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
250 {
251         MapNode n_cobble(dp.c_cobble);
252         MapNode n_air(CONTENT_AIR);
253
254         // Make +-X walls
255         for (s16 z = 0; z < roomsize.Z; z++)
256         for (s16 y = 0; y < roomsize.Y; y++) {
257                 {
258                         v3s16 p = roomplace + v3s16(0, y, z);
259                         if (!vm->m_area.contains(p))
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))
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                         v3s16 p = roomplace + v3s16(x, y, 0);
282                         if (!vm->m_area.contains(p))
283                                 continue;
284                         u32 vi = vm->m_area.index(p);
285                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
286                                 continue;
287                         vm->m_data[vi] = n_cobble;
288                 }
289                 {
290                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
291                         if (!vm->m_area.contains(p))
292                                 continue;
293                         u32 vi = vm->m_area.index(p);
294                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
295                                 continue;
296                         vm->m_data[vi] = n_cobble;
297                 }
298         }
299
300         // Make +-Y walls (floor and ceiling)
301         for (s16 z = 0; z < roomsize.Z; z++)
302         for (s16 x = 0; x < roomsize.X; x++) {
303                 {
304                         v3s16 p = roomplace + v3s16(x, 0, z);
305                         if (!vm->m_area.contains(p))
306                                 continue;
307                         u32 vi = vm->m_area.index(p);
308                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
309                                 continue;
310                         vm->m_data[vi] = n_cobble;
311                 }
312                 {
313                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
314                         if (!vm->m_area.contains(p))
315                                 continue;
316                         u32 vi = vm->m_area.index(p);
317                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
318                                 continue;
319                         vm->m_data[vi] = n_cobble;
320                 }
321         }
322
323         // Fill with air
324         for (s16 z = 1; z < roomsize.Z - 1; z++)
325         for (s16 y = 1; y < roomsize.Y - 1; y++)
326         for (s16 x = 1; x < roomsize.X - 1; x++) {
327                 v3s16 p = roomplace + v3s16(x, y, z);
328                 if (!vm->m_area.contains(p))
329                         continue;
330                 u32 vi = vm->m_area.index(p);
331                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
332                 vm->m_data[vi] = n_air;
333         }
334 }
335
336
337 void DungeonGen::makeFill(v3s16 place, v3s16 size,
338         u8 avoid_flags, MapNode n, u8 or_flags)
339 {
340         for (s16 z = 0; z < size.Z; z++)
341         for (s16 y = 0; y < size.Y; y++)
342         for (s16 x = 0; x < size.X; x++) {
343                 v3s16 p = place + v3s16(x, y, z);
344                 if (!vm->m_area.contains(p))
345                         continue;
346                 u32 vi = vm->m_area.index(p);
347                 if (vm->m_flags[vi] & avoid_flags)
348                         continue;
349                 vm->m_flags[vi] |= or_flags;
350                 vm->m_data[vi] = n;
351         }
352 }
353
354
355 void DungeonGen::makeHole(v3s16 place)
356 {
357         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
358                 VMANIP_FLAG_DUNGEON_INSIDE);
359 }
360
361
362 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
363 {
364         makeHole(doorplace);
365
366 #ifdef DGEN_USE_TORCHES
367         // Place torch (for testing)
368         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
369 #endif
370 }
371
372
373 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
374         v3s16 &result_place, v3s16 &result_dir)
375 {
376         makeHole(doorplace);
377         v3s16 p0 = doorplace;
378         v3s16 dir = doordir;
379         u32 length;
380         /*if (random.next() % 2)
381                 length = random.range(1, 13);
382         else
383                 length = random.range(1, 6);*/
384         length = random.range(1, 13);
385         u32 partlength = random.range(1, 13);
386         u32 partcount = 0;
387         s16 make_stairs = 0;
388
389         if (random.next() % 2 == 0 && partlength >= 3)
390                 make_stairs = random.next() % 2 ? 1 : -1;
391
392         for (u32 i = 0; i < length; i++) {
393                 v3s16 p = p0 + dir;
394                 if (partcount != 0)
395                         p.Y += make_stairs;
396
397                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
398                                 vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
399                         if (make_stairs) {
400                                 makeFill(p + v3s16(-1, -1, -1),
401                                         dp.holesize + v3s16(2, 3, 2),
402                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
403                                         MapNode(dp.c_cobble),
404                                         0);
405                                 makeHole(p);
406                                 makeHole(p - dir);
407
408                                 // TODO: fix stairs code so it works 100%
409                                 // (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
417                                         // making stairs backwards
418                                         int facedir = dir_to_facedir(dir * make_stairs);
419
420                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
421                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
422                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
423
424                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
425                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
426                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
427                                 }
428                         } else {
429                                 makeFill(p + v3s16(-1, -1, -1),
430                                         dp.holesize + v3s16(2, 2, 2),
431                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
432                                         MapNode(dp.c_cobble),
433                                         0);
434                                 makeHole(p);
435                         }
436
437                         p0 = p;
438                 } else {
439                         // Can't go here, turn away
440                         dir = turn_xz(dir, random.range(0, 1));
441                         make_stairs = -make_stairs;
442                         partcount = 0;
443                         partlength = random.range(1, length);
444                         continue;
445                 }
446
447                 partcount++;
448                 if (partcount >= partlength) {
449                         partcount = 0;
450
451                         dir = random_turn(random, dir);
452
453                         partlength = random.range(1, length);
454
455                         make_stairs = 0;
456                         if (random.next() % 2 == 0 && partlength >= 3)
457                                 make_stairs = random.next() % 2 ? 1 : -1;
458                 }
459         }
460         result_place = p0;
461         result_dir = dir;
462 }
463
464
465 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
466 {
467         for (u32 i = 0; i < 100; i++) {
468                 v3s16 p = m_pos + m_dir;
469                 v3s16 p1 = p + v3s16(0, 1, 0);
470                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
471                         randomizeDir();
472                         continue;
473                 }
474                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble &&
475                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble) {
476                         // Found wall, this is a good place!
477                         result_place = p;
478                         result_dir = m_dir;
479                         // Randomize next direction
480                         randomizeDir();
481                         return true;
482                 }
483                 /*
484                         Determine where to move next
485                 */
486                 // Jump one up if the actual space is there
487                 if (vm->getNodeNoExNoEmerge(p +
488                                 v3s16(0, 0, 0)).getContent() == dp.c_cobble &&
489                                 vm->getNodeNoExNoEmerge(p +
490                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
491                                 vm->getNodeNoExNoEmerge(p +
492                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
493                         p += v3s16(0,1,0);
494                 // Jump one down if the actual space is there
495                 if (vm->getNodeNoExNoEmerge(p +
496                                 v3s16(0, 1, 0)).getContent() == dp.c_cobble &&
497                                 vm->getNodeNoExNoEmerge(p +
498                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
499                                 vm->getNodeNoExNoEmerge(p +
500                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
501                         p += v3s16(0, -1, 0);
502                 // Check if walking is now possible
503                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
504                                 vm->getNodeNoExNoEmerge(p +
505                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
506                         // Cannot continue walking here
507                         randomizeDir();
508                         continue;
509                 }
510                 // Move there
511                 m_pos = p;
512         }
513         return false;
514 }
515
516
517 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
518         v3s16 &result_doordir, v3s16 &result_roomplace)
519 {
520         for (s16 trycount = 0; trycount < 30; trycount++) {
521                 v3s16 doorplace;
522                 v3s16 doordir;
523                 bool r = findPlaceForDoor(doorplace, doordir);
524                 if (r == false)
525                         continue;
526                 v3s16 roomplace;
527                 // X east, Z north, Y up
528 #if 1
529                 if (doordir == v3s16(1, 0, 0)) // X+
530                         roomplace = doorplace +
531                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
532                 if (doordir == v3s16(-1, 0, 0)) // X-
533                         roomplace = doorplace +
534                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
535                 if (doordir == v3s16(0, 0, 1)) // Z+
536                         roomplace = doorplace +
537                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
538                 if (doordir == v3s16(0, 0, -1)) // Z-
539                         roomplace = doorplace +
540                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
541 #endif
542 #if 0
543                 if (doordir == v3s16(1, 0, 0)) // X+
544                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
545                 if (doordir == v3s16(-1, 0, 0)) // X-
546                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
547                 if (doordir == v3s16(0, 0, 1)) // Z+
548                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
549                 if (doordir == v3s16(0, 0, -1)) // Z-
550                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
551 #endif
552
553                 // Check fit
554                 bool fits = true;
555                 for (s16 z = 1; z < roomsize.Z - 1; z++)
556                 for (s16 y = 1; y < roomsize.Y - 1; y++)
557                 for (s16 x = 1; x < roomsize.X - 1; x++) {
558                         v3s16 p = roomplace + v3s16(x, y, z);
559                         if (!vm->m_area.contains(p)) {
560                                 fits = false;
561                                 break;
562                         }
563                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
564                                 fits = false;
565                                 break;
566                         }
567                 }
568                 if (fits == false) {
569                         // Find new place
570                         continue;
571                 }
572                 result_doorplace = doorplace;
573                 result_doordir   = doordir;
574                 result_roomplace = roomplace;
575                 return true;
576         }
577         return false;
578 }
579
580
581 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
582 {
583         // Make diagonal directions somewhat rare
584         if (diagonal_dirs && (random.next() % 4 == 0)) {
585                 v3s16 dir;
586                 int trycount = 0;
587
588                 do {
589                         trycount++;
590                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
591                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
592
593                 return dir;
594         } else {
595                 if (random.next() % 2 == 0)
596                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
597                 else
598                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
599         }
600 }
601
602
603 v3s16 turn_xz(v3s16 olddir, int t)
604 {
605         v3s16 dir;
606         if (t == 0) {
607                 // Turn right
608                 dir.X = olddir.Z;
609                 dir.Z = -olddir.X;
610                 dir.Y = olddir.Y;
611         } else {
612                 // Turn left
613                 dir.X = -olddir.Z;
614                 dir.Z = olddir.X;
615                 dir.Y = olddir.Y;
616         }
617         return dir;
618 }
619
620
621 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
622 {
623         int turn = random.range(0, 2);
624         v3s16 dir;
625         if (turn == 0)
626                 // Go straight
627                 dir = olddir;
628         else if (turn == 1)
629                 // Turn right
630                 dir = turn_xz(olddir, 0);
631         else
632                 // Turn left
633                 dir = turn_xz(olddir, 1);
634         return dir;
635 }
636
637
638 int dir_to_facedir(v3s16 d)
639 {
640         if (abs(d.X) > abs(d.Z))
641                 return d.X < 0 ? 3 : 1;
642         else
643                 return d.Z < 0 ? 2 : 0;
644 }