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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" // For g_settings
30 #include "main.h" // For g_profiler
31
32 //#define DGEN_USE_TORCHES
33
34 NoiseParams nparams_dungeon_rarity = 
35         {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
36 NoiseParams nparams_dungeon_wetness =
37         {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
38 NoiseParams nparams_dungeon_density =
39         {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
40
41
42 ///////////////////////////////////////////////////////////////////////////////
43
44
45 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
46         this->mg = mapgen;
47         this->vm = mapgen->vm;
48
49 #ifdef DGEN_USE_TORCHES
50         c_torch  = ndef->getId("default:torch");
51 #endif
52         
53         if (dparams) {
54                 memcpy(&dp, dparams, sizeof(dp));
55         } else {
56                 dp.c_water  = mg->ndef->getId("mapgen_water_source");
57                 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
58                 dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
59                 dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
60
61                 dp.diagonal_dirs = false;
62                 dp.mossratio  = 3.0;
63                 dp.holesize   = v3s16(1, 2, 1);
64                 dp.roomsize   = v3s16(0,0,0);
65                 dp.notifytype = GENNOTIFY_DUNGEON;
66
67                 dp.np_rarity  = nparams_dungeon_rarity;
68                 dp.np_wetness = nparams_dungeon_wetness;
69                 dp.np_density = nparams_dungeon_density;
70         }
71 }
72
73
74 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
75         //TimeTaker t("gen dungeons");
76         int approx_groundlevel = 10 + mg->water_level;
77
78         if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
79                 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 to make dungeons open
89         // 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)
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         {
138                 bool is_large_room = ((random.next() & 3) == 1);
139                 roomsize = is_large_room ?
140                         v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
141                         v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
142                 roomsize += dp.roomsize;
143
144                 // start_padding is used to disallow starting the generation of
145                 // a dungeon in a neighboring generation chunk
146                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
147                         random.range(0,areasize.X-roomsize.X-1-start_padding.X),
148                         random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
149                         random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
150                         
151                 /*
152                         Check that we're not putting the room to an unknown place,
153                         otherwise it might end up floating in the air
154                 */
155                 fits = true;
156                 for (s16 z = 1; z < roomsize.Z - 1; z++)
157                 for (s16 y = 1; y < roomsize.Y - 1; y++)
158                 for (s16 x = 1; x < roomsize.X - 1; x++)
159                 {
160                         v3s16 p = roomplace + v3s16(x, y, z);
161                         u32 vi = vm->m_area.index(p);
162                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
163                                 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
164                                 fits = false;
165                                 break;
166                         }
167                 }
168         }
169         // No place found
170         if (fits == false)
171                 return;
172
173         /*
174                 Stores the center position of the last room made, so that
175                 a new corridor can be started from the last room instead of
176                 the new room, if chosen so.
177         */
178         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
179
180         u32 room_count = random.range(2, 16);
181         for (u32 i = 0; i < room_count; i++)
182         {
183                 // Make a room to the determined place
184                 makeRoom(roomsize, roomplace);
185
186                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
187                 if (mg->gennotify & (1 << dp.notifytype)) {
188                         std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
189                         nvec->push_back(room_center);
190                 }
191
192 #ifdef DGEN_USE_TORCHES
193                 // Place torch at room center (for testing)
194                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
195 #endif
196
197                 // Quit if last room
198                 if (i == room_count - 1)
199                         break;
200
201                 // Determine walker start position
202
203                 bool start_in_last_room = (random.range(0, 2) != 0);
204
205                 v3s16 walker_start_place;
206
207                 if (start_in_last_room) {
208                         walker_start_place = last_room_center;
209                 } else {
210                         walker_start_place = room_center;
211                         // Store center of current room as the last one
212                         last_room_center = room_center;
213                 }
214
215                 // Create walker and find a place for a door
216                 v3s16 doorplace;
217                 v3s16 doordir;
218                 
219                 m_pos = walker_start_place;
220                 if (!findPlaceForDoor(doorplace, doordir))
221                         return;
222
223                 if (random.range(0,1) == 0)
224                         // Make the door
225                         makeDoor(doorplace, doordir);
226                 else
227                         // Don't actually make a door
228                         doorplace -= doordir;
229
230                 // Make a random corridor starting from the door
231                 v3s16 corridor_end;
232                 v3s16 corridor_end_dir;
233                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
234
235                 // Find a place for a random sized room
236                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
237                 roomsize += dp.roomsize;
238
239                 m_pos = corridor_end;
240                 m_dir = corridor_end_dir;
241                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
242                         return;
243
244                 if (random.range(0,1) == 0)
245                         // Make the door
246                         makeDoor(doorplace, doordir);
247                 else
248                         // Don't actually make a door
249                         roomplace -= doordir;
250
251         }
252 }
253
254
255 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
256 {
257         MapNode n_cobble(dp.c_cobble);
258         MapNode n_air(CONTENT_AIR);
259         
260         // Make +-X walls
261         for (s16 z = 0; z < roomsize.Z; z++)
262         for (s16 y = 0; y < roomsize.Y; y++)
263         {
264                 {
265                         v3s16 p = roomplace + v3s16(0, y, z);
266                         if (vm->m_area.contains(p) == false)
267                                 continue;
268                         u32 vi = vm->m_area.index(p);
269                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
270                                 continue;
271                         vm->m_data[vi] = n_cobble;
272                 }
273                 {
274                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
275                         if (vm->m_area.contains(p) == false)
276                                 continue;
277                         u32 vi = vm->m_area.index(p);
278                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
279                                 continue;
280                         vm->m_data[vi] = n_cobble;
281                 }
282         }
283
284         // Make +-Z walls
285         for (s16 x = 0; x < roomsize.X; x++)
286         for (s16 y = 0; y < roomsize.Y; y++)
287         {
288                 {
289                         v3s16 p = roomplace + v3s16(x, y, 0);
290                         if (vm->m_area.contains(p) == false)
291                                 continue;
292                         u32 vi = vm->m_area.index(p);
293                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
294                                 continue;
295                         vm->m_data[vi] = n_cobble;
296                 }
297                 {
298                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
299                         if (vm->m_area.contains(p) == false)
300                                 continue;
301                         u32 vi = vm->m_area.index(p);
302                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
303                                 continue;
304                         vm->m_data[vi] = n_cobble;
305                 }
306         }
307
308         // Make +-Y walls (floor and ceiling)
309         for (s16 z = 0; z < roomsize.Z; z++)
310         for (s16 x = 0; x < roomsize.X; x++)
311         {
312                 {
313                         v3s16 p = roomplace + v3s16(x, 0, z);
314                         if (vm->m_area.contains(p) == false)
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                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
323                         if (vm->m_area.contains(p) == false)
324                                 continue;
325                         u32 vi = vm->m_area.index(p);
326                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
327                                 continue;
328                         vm->m_data[vi] = n_cobble;
329                 }
330         }
331
332         // Fill with air
333         for (s16 z = 1; z < roomsize.Z - 1; z++)
334         for (s16 y = 1; y < roomsize.Y - 1; y++)
335         for (s16 x = 1; x < roomsize.X - 1; x++)
336         {
337                 v3s16 p = roomplace + v3s16(x, y, z);
338                 if (vm->m_area.contains(p) == false)
339                         continue;
340                 u32 vi = vm->m_area.index(p);
341                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
342                 vm->m_data[vi]   = n_air;
343         }
344 }
345
346
347 void DungeonGen::makeFill(v3s16 place, v3s16 size,
348                 u8 avoid_flags, MapNode n, u8 or_flags)
349 {
350         for (s16 z = 0; z < size.Z; z++)
351         for (s16 y = 0; y < size.Y; y++)
352         for (s16 x = 0; x < size.X; x++)
353         {
354                 v3s16 p = place + v3s16(x, y, z);
355                 if (vm->m_area.contains(p) == false)
356                         continue;
357                 u32 vi = vm->m_area.index(p);
358                 if (vm->m_flags[vi] & avoid_flags)
359                         continue;
360                 vm->m_flags[vi] |= or_flags;
361                 vm->m_data[vi]   = n;
362         }
363 }
364
365
366 void DungeonGen::makeHole(v3s16 place)
367 {
368         makeFill(place, dp.holesize, 0,
369                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
370 }
371
372
373 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
374 {
375         makeHole(doorplace);
376
377 #ifdef DGEN_USE_TORCHES
378         // Place torch (for testing)
379         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
380 #endif
381 }
382
383
384 void DungeonGen::makeCorridor(v3s16 doorplace,
385                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
386 {
387         makeHole(doorplace);
388         v3s16 p0 = doorplace;
389         v3s16 dir = doordir;
390         u32 length;
391         /*if (random.next() % 2)
392                 length = random.range(1, 13);
393         else
394                 length = random.range(1, 6);*/
395         length = random.range(1, 13);
396         u32 partlength = random.range(1, 13);
397         u32 partcount = 0;
398         s16 make_stairs = 0;
399         
400         if (random.next() % 2 == 0 && partlength >= 3)
401                 make_stairs = random.next() % 2 ? 1 : -1;
402         
403         for (u32 i = 0; i < length; i++) {
404                 v3s16 p = p0 + dir;
405                 if (partcount != 0)
406                         p.Y += make_stairs;
407
408                 if (vm->m_area.contains(p) == true &&
409                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
410                         if (make_stairs) {
411                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
412                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
413                                 makeHole(p);
414                                 makeHole(p - dir);
415                                 
416                                 // TODO: fix stairs code so it works 100% (quite difficult)
417
418                                 // exclude stairs from the bottom step
419                                 // exclude stairs from diagonal steps
420                                 if (((dir.X ^ dir.Z) & 1) &&
421                                         (((make_stairs ==  1) && i != 0) ||
422                                         ((make_stairs == -1) && i != length - 1))) {
423                                         // rotate face 180 deg if making stairs backwards
424                                         int facedir = dir_to_facedir(dir * make_stairs);
425                                         
426                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
427                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
428                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
429                                         
430                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
431                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
432                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
433                                 }
434                         } else {
435                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
436                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
437                                 makeHole(p);
438                         }
439
440                         p0 = p;
441                 } else {
442                         // Can't go here, turn away
443                         dir = turn_xz(dir, random.range(0, 1));
444                         make_stairs = -make_stairs;
445                         partcount = 0;
446                         partlength = random.range(1, length);
447                         continue;
448                 }
449
450                 partcount++;
451                 if (partcount >= partlength) {
452                         partcount = 0;
453
454                         dir = random_turn(random, dir);
455
456                         partlength = random.range(1,length);
457
458                         make_stairs = 0;
459                         if (random.next() % 2 == 0 && partlength >= 3)
460                                 make_stairs = random.next() % 2 ? 1 : -1;
461                 }
462         }
463         result_place = p0;
464         result_dir = dir;
465 }
466
467
468 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
469 {
470         for (u32 i = 0; i < 100; i++)
471         {
472                 v3s16 p = m_pos + m_dir;
473                 v3s16 p1 = p + v3s16(0, 1, 0);
474                 if (vm->m_area.contains(p) == false
475                  || vm->m_area.contains(p1) == false
476                  || i % 4 == 0)
477                 {
478                         randomizeDir();
479                         continue;
480                 }
481                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
482                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
483                 {
484                         // Found wall, this is a good place!
485                         result_place = p;
486                         result_dir = m_dir;
487                         // Randomize next direction
488                         randomizeDir();
489                         return true;
490                 }
491                 /*
492                         Determine where to move next
493                 */
494                 // Jump one up if the actual space is there
495                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
496                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
497                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
498                         p += v3s16(0,1,0);
499                 // Jump one down if the actual space is there
500                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
501                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
502                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
503                         p += v3s16(0,-1,0);
504                 // Check if walking is now possible
505                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
506                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
507                 {
508                         // Cannot continue walking here
509                         randomizeDir();
510                         continue;
511                 }
512                 // Move there
513                 m_pos = p;
514         }
515         return false;
516 }
517
518
519 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
520                 v3s16 &result_doordir, v3s16 &result_roomplace)
521 {
522         for (s16 trycount = 0; trycount < 30; trycount++)
523         {
524                 v3s16 doorplace;
525                 v3s16 doordir;
526                 bool r = findPlaceForDoor(doorplace, doordir);
527                 if (r == false)
528                         continue;
529                 v3s16 roomplace;
530                 // X east, Z north, Y up
531 #if 1
532                 if (doordir == v3s16(1, 0, 0)) // X+
533                         roomplace = doorplace +
534                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
535                 if (doordir == v3s16(-1, 0, 0)) // X-
536                         roomplace = doorplace +
537                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
538                 if (doordir == v3s16(0, 0, 1)) // Z+
539                         roomplace = doorplace +
540                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
541                 if (doordir == v3s16(0, 0, -1)) // Z-
542                         roomplace = doorplace +
543                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
544 #endif
545 #if 0
546                 if (doordir == v3s16(1, 0, 0)) // X+
547                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
548                 if (doordir == v3s16(-1, 0, 0)) // X-
549                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
550                 if (doordir == v3s16(0, 0, 1)) // Z+
551                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
552                 if (doordir == v3s16(0, 0, -1)) // Z-
553                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
554 #endif
555
556                 // Check fit
557                 bool fits = true;
558                 for (s16 z = 1; z < roomsize.Z - 1; z++)
559                 for (s16 y = 1; y < roomsize.Y - 1; y++)
560                 for (s16 x = 1; x < roomsize.X - 1; x++)
561                 {
562                         v3s16 p = roomplace + v3s16(x, y, z);
563                         if (vm->m_area.contains(p) == false)
564                         {
565                                 fits = false;
566                                 break;
567                         }
568                         if (vm->m_flags[vm->m_area.index(p)]
569                                         & VMANIP_FLAG_DUNGEON_INSIDE)
570                         {
571                                 fits = false;
572                                 break;
573                         }
574                 }
575                 if(fits == false)
576                 {
577                         // Find new place
578                         continue;
579                 }
580                 result_doorplace = doorplace;
581                 result_doordir   = doordir;
582                 result_roomplace = roomplace;
583                 return true;
584         }
585         return false;
586 }
587
588
589 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
590 {
591         // Make diagonal directions somewhat rare
592         if (diagonal_dirs && (random.next() % 4 == 0)) {
593                 v3s16 dir;
594                 int trycount = 0;
595
596                 do {
597                         trycount++;
598                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
599                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
600
601                 return dir;
602         } else {
603                 if (random.next() % 2 == 0)
604                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
605                 else
606                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
607         }
608 }
609
610
611 v3s16 turn_xz(v3s16 olddir, int t)
612 {
613         v3s16 dir;
614         if (t == 0)
615         {
616                 // Turn right
617                 dir.X = olddir.Z;
618                 dir.Z = -olddir.X;
619                 dir.Y = olddir.Y;
620         }
621         else
622         {
623                 // Turn left
624                 dir.X = -olddir.Z;
625                 dir.Z = olddir.X;
626                 dir.Y = olddir.Y;
627         }
628         return dir;
629 }
630
631
632 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
633 {
634         int turn = random.range(0, 2);
635         v3s16 dir;
636         if (turn == 0)
637         {
638                 // Go straight
639                 dir = olddir;
640         }
641         else if (turn == 1)
642                 // Turn right
643                 dir = turn_xz(olddir, 0);
644         else
645                 // Turn left
646                 dir = turn_xz(olddir, 1);
647         return dir;
648 }
649
650
651 int dir_to_facedir(v3s16 d) {
652         if (abs(d.X) > abs(d.Z))
653                 return d.X < 0 ? 3 : 1;
654         else
655                 return d.Z < 0 ? 2 : 0;
656 }