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Dungeongen: Optionally set ignore to be untouchable to disable floating dungeons
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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(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
35 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
36 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
37
38
39 ///////////////////////////////////////////////////////////////////////////////
40
41
42 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
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         //TimeTaker t("gen dungeons");
73         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
74                 return;
75
76         this->blockseed = bseed;
77         random.seed(bseed + 2);
78
79         // Dungeon generator doesn't modify places which have this set
80         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
81
82         bool no_float = !g_settings->getBool("enable_floating_dungeons");
83
84         // Set all air and water (and optionally ignore) to be untouchable
85         // to make dungeons open to caves and open air
86         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
87                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
88                         u32 i = vm->m_area.index(nmin.X, y, z);
89                         for (s16 x = nmin.X; x <= nmax.X; x++) {
90                                 content_t c = vm->m_data[i].getContent();
91                                 if (c == CONTENT_AIR || c == dp.c_water
92                                                 || (no_float && c == CONTENT_IGNORE))
93                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
94                                 i++;
95                         }
96                 }
97         }
98
99         // Add it
100         makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
101
102         // Convert some cobble to mossy cobble
103         if (dp.mossratio != 0.0) {
104                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
105                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
106                         u32 i = vm->m_area.index(nmin.X, y, z);
107                         for (s16 x = nmin.X; x <= nmax.X; x++) {
108                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
109                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
110                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
111                                         if (density < wetness / dp.mossratio)
112                                                 vm->m_data[i].setContent(dp.c_moss);
113                                 }
114                                 i++;
115                         }
116                 }
117         }
118
119         //printf("== gen dungeons: %dms\n", t.stop());
120 }
121
122
123 void DungeonGen::makeDungeon(v3s16 start_padding)
124 {
125         v3s16 areasize = vm->m_area.getExtent();
126         v3s16 roomsize;
127         v3s16 roomplace;
128
129         /*
130                 Find place for first room
131         */
132         bool fits = false;
133         for (u32 i = 0; i < 100 && !fits; i++)
134         {
135                 bool is_large_room = ((random.next() & 3) == 1);
136                 roomsize = is_large_room ?
137                         v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
138                         v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
139                 roomsize += dp.roomsize;
140
141                 // start_padding is used to disallow starting the generation of
142                 // a dungeon in a neighboring generation chunk
143                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
144                         random.range(0,areasize.X-roomsize.X-1-start_padding.X),
145                         random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
146                         random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
147
148                 /*
149                         Check that we're not putting the room to an unknown place,
150                         otherwise it might end up floating in the air
151                 */
152                 fits = true;
153                 for (s16 z = 1; z < roomsize.Z - 1; z++)
154                 for (s16 y = 1; y < roomsize.Y - 1; y++)
155                 for (s16 x = 1; x < roomsize.X - 1; x++)
156                 {
157                         v3s16 p = roomplace + v3s16(x, y, z);
158                         u32 vi = vm->m_area.index(p);
159                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
160                                 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
161                                 fits = false;
162                                 break;
163                         }
164                 }
165         }
166         // No place found
167         if (fits == false)
168                 return;
169
170         /*
171                 Stores the center position of the last room made, so that
172                 a new corridor can be started from the last room instead of
173                 the new room, if chosen so.
174         */
175         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
176
177         u32 room_count = random.range(2, 16);
178         for (u32 i = 0; i < room_count; i++)
179         {
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                 {
259                         v3s16 p = roomplace + v3s16(0, y, z);
260                         if (vm->m_area.contains(p) == false)
261                                 continue;
262                         u32 vi = vm->m_area.index(p);
263                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
264                                 continue;
265                         vm->m_data[vi] = n_cobble;
266                 }
267                 {
268                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
269                         if (vm->m_area.contains(p) == false)
270                                 continue;
271                         u32 vi = vm->m_area.index(p);
272                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
273                                 continue;
274                         vm->m_data[vi] = n_cobble;
275                 }
276         }
277
278         // Make +-Z walls
279         for (s16 x = 0; x < roomsize.X; x++)
280         for (s16 y = 0; y < roomsize.Y; y++)
281         {
282                 {
283                         v3s16 p = roomplace + v3s16(x, y, 0);
284                         if (vm->m_area.contains(p) == false)
285                                 continue;
286                         u32 vi = vm->m_area.index(p);
287                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
288                                 continue;
289                         vm->m_data[vi] = n_cobble;
290                 }
291                 {
292                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
293                         if (vm->m_area.contains(p) == false)
294                                 continue;
295                         u32 vi = vm->m_area.index(p);
296                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
297                                 continue;
298                         vm->m_data[vi] = n_cobble;
299                 }
300         }
301
302         // Make +-Y walls (floor and ceiling)
303         for (s16 z = 0; z < roomsize.Z; z++)
304         for (s16 x = 0; x < roomsize.X; x++)
305         {
306                 {
307                         v3s16 p = roomplace + v3s16(x, 0, z);
308                         if (vm->m_area.contains(p) == false)
309                                 continue;
310                         u32 vi = vm->m_area.index(p);
311                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
312                                 continue;
313                         vm->m_data[vi] = n_cobble;
314                 }
315                 {
316                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
317                         if (vm->m_area.contains(p) == false)
318                                 continue;
319                         u32 vi = vm->m_area.index(p);
320                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
321                                 continue;
322                         vm->m_data[vi] = n_cobble;
323                 }
324         }
325
326         // Fill with air
327         for (s16 z = 1; z < roomsize.Z - 1; z++)
328         for (s16 y = 1; y < roomsize.Y - 1; y++)
329         for (s16 x = 1; x < roomsize.X - 1; x++)
330         {
331                 v3s16 p = roomplace + v3s16(x, y, z);
332                 if (vm->m_area.contains(p) == false)
333                         continue;
334                 u32 vi = vm->m_area.index(p);
335                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
336                 vm->m_data[vi]   = n_air;
337         }
338 }
339
340
341 void DungeonGen::makeFill(v3s16 place, v3s16 size,
342                 u8 avoid_flags, MapNode n, u8 or_flags)
343 {
344         for (s16 z = 0; z < size.Z; z++)
345         for (s16 y = 0; y < size.Y; y++)
346         for (s16 x = 0; x < size.X; x++)
347         {
348                 v3s16 p = place + v3s16(x, y, z);
349                 if (vm->m_area.contains(p) == false)
350                         continue;
351                 u32 vi = vm->m_area.index(p);
352                 if (vm->m_flags[vi] & avoid_flags)
353                         continue;
354                 vm->m_flags[vi] |= or_flags;
355                 vm->m_data[vi]   = n;
356         }
357 }
358
359
360 void DungeonGen::makeHole(v3s16 place)
361 {
362         makeFill(place, dp.holesize, 0,
363                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
364 }
365
366
367 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
368 {
369         makeHole(doorplace);
370
371 #ifdef DGEN_USE_TORCHES
372         // Place torch (for testing)
373         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
374 #endif
375 }
376
377
378 void DungeonGen::makeCorridor(v3s16 doorplace,
379                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
380 {
381         makeHole(doorplace);
382         v3s16 p0 = doorplace;
383         v3s16 dir = doordir;
384         u32 length;
385         /*if (random.next() % 2)
386                 length = random.range(1, 13);
387         else
388                 length = random.range(1, 6);*/
389         length = random.range(1, 13);
390         u32 partlength = random.range(1, 13);
391         u32 partcount = 0;
392         s16 make_stairs = 0;
393
394         if (random.next() % 2 == 0 && partlength >= 3)
395                 make_stairs = random.next() % 2 ? 1 : -1;
396
397         for (u32 i = 0; i < length; i++) {
398                 v3s16 p = p0 + dir;
399                 if (partcount != 0)
400                         p.Y += make_stairs;
401
402                 if (vm->m_area.contains(p) == true &&
403                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
404                         if (make_stairs) {
405                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
406                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
407                                 makeHole(p);
408                                 makeHole(p - dir);
409
410                                 // TODO: fix stairs code so it works 100% (quite difficult)
411
412                                 // exclude stairs from the bottom step
413                                 // exclude stairs from diagonal steps
414                                 if (((dir.X ^ dir.Z) & 1) &&
415                                         (((make_stairs ==  1) && i != 0) ||
416                                         ((make_stairs == -1) && i != length - 1))) {
417                                         // rotate face 180 deg if 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), dp.holesize + v3s16(2, 2, 2),
430                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
431                                 makeHole(p);
432                         }
433
434                         p0 = p;
435                 } else {
436                         // Can't go here, turn away
437                         dir = turn_xz(dir, random.range(0, 1));
438                         make_stairs = -make_stairs;
439                         partcount = 0;
440                         partlength = random.range(1, length);
441                         continue;
442                 }
443
444                 partcount++;
445                 if (partcount >= partlength) {
446                         partcount = 0;
447
448                         dir = random_turn(random, dir);
449
450                         partlength = random.range(1,length);
451
452                         make_stairs = 0;
453                         if (random.next() % 2 == 0 && partlength >= 3)
454                                 make_stairs = random.next() % 2 ? 1 : -1;
455                 }
456         }
457         result_place = p0;
458         result_dir = dir;
459 }
460
461
462 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
463 {
464         for (u32 i = 0; i < 100; i++)
465         {
466                 v3s16 p = m_pos + m_dir;
467                 v3s16 p1 = p + v3s16(0, 1, 0);
468                 if (vm->m_area.contains(p) == false
469                  || vm->m_area.contains(p1) == false
470                  || i % 4 == 0)
471                 {
472                         randomizeDir();
473                         continue;
474                 }
475                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
476                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
477                 {
478                         // Found wall, this is a good place!
479                         result_place = p;
480                         result_dir = m_dir;
481                         // Randomize next direction
482                         randomizeDir();
483                         return true;
484                 }
485                 /*
486                         Determine where to move next
487                 */
488                 // Jump one up if the actual space is there
489                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
490                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
491                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
492                         p += v3s16(0,1,0);
493                 // Jump one down if the actual space is there
494                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
495                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
496                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
497                         p += v3s16(0,-1,0);
498                 // Check if walking is now possible
499                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
500                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
501                 {
502                         // Cannot continue walking here
503                         randomizeDir();
504                         continue;
505                 }
506                 // Move there
507                 m_pos = p;
508         }
509         return false;
510 }
511
512
513 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
514                 v3s16 &result_doordir, v3s16 &result_roomplace)
515 {
516         for (s16 trycount = 0; trycount < 30; trycount++)
517         {
518                 v3s16 doorplace;
519                 v3s16 doordir;
520                 bool r = findPlaceForDoor(doorplace, doordir);
521                 if (r == false)
522                         continue;
523                 v3s16 roomplace;
524                 // X east, Z north, Y up
525 #if 1
526                 if (doordir == v3s16(1, 0, 0)) // X+
527                         roomplace = doorplace +
528                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
529                 if (doordir == v3s16(-1, 0, 0)) // X-
530                         roomplace = doorplace +
531                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
532                 if (doordir == v3s16(0, 0, 1)) // Z+
533                         roomplace = doorplace +
534                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
535                 if (doordir == v3s16(0, 0, -1)) // Z-
536                         roomplace = doorplace +
537                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
538 #endif
539 #if 0
540                 if (doordir == v3s16(1, 0, 0)) // X+
541                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
542                 if (doordir == v3s16(-1, 0, 0)) // X-
543                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
544                 if (doordir == v3s16(0, 0, 1)) // Z+
545                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
546                 if (doordir == v3s16(0, 0, -1)) // Z-
547                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
548 #endif
549
550                 // Check fit
551                 bool fits = true;
552                 for (s16 z = 1; z < roomsize.Z - 1; z++)
553                 for (s16 y = 1; y < roomsize.Y - 1; y++)
554                 for (s16 x = 1; x < roomsize.X - 1; x++)
555                 {
556                         v3s16 p = roomplace + v3s16(x, y, z);
557                         if (vm->m_area.contains(p) == false)
558                         {
559                                 fits = false;
560                                 break;
561                         }
562                         if (vm->m_flags[vm->m_area.index(p)]
563                                         & VMANIP_FLAG_DUNGEON_INSIDE)
564                         {
565                                 fits = false;
566                                 break;
567                         }
568                 }
569                 if(fits == false)
570                 {
571                         // Find new place
572                         continue;
573                 }
574                 result_doorplace = doorplace;
575                 result_doordir   = doordir;
576                 result_roomplace = roomplace;
577                 return true;
578         }
579         return false;
580 }
581
582
583 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
584 {
585         // Make diagonal directions somewhat rare
586         if (diagonal_dirs && (random.next() % 4 == 0)) {
587                 v3s16 dir;
588                 int trycount = 0;
589
590                 do {
591                         trycount++;
592                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
593                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
594
595                 return dir;
596         } else {
597                 if (random.next() % 2 == 0)
598                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
599                 else
600                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
601         }
602 }
603
604
605 v3s16 turn_xz(v3s16 olddir, int t)
606 {
607         v3s16 dir;
608         if (t == 0)
609         {
610                 // Turn right
611                 dir.X = olddir.Z;
612                 dir.Z = -olddir.X;
613                 dir.Y = olddir.Y;
614         }
615         else
616         {
617                 // Turn left
618                 dir.X = -olddir.Z;
619                 dir.Z = olddir.X;
620                 dir.Y = olddir.Y;
621         }
622         return dir;
623 }
624
625
626 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
627 {
628         int turn = random.range(0, 2);
629         v3s16 dir;
630         if (turn == 0)
631         {
632                 // Go straight
633                 dir = olddir;
634         }
635         else if (turn == 1)
636                 // Turn right
637                 dir = turn_xz(olddir, 0);
638         else
639                 // Turn left
640                 dir = turn_xz(olddir, 1);
641         return dir;
642 }
643
644
645 int dir_to_facedir(v3s16 d) {
646         if (abs(d.X) > abs(d.Z))
647                 return d.X < 0 ? 3 : 1;
648         else
649                 return d.Z < 0 ? 2 : 0;
650 }