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Remove some unused variable from Lua class wrappers
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1 /*
2 Minetest
3 Copyright (C) 2010-2018 celeron55, Perttu Ahola <celeron55@gmail.com>
4 Copyright (C) 2015-2018 paramat
5
6 This program is free software; you can redistribute it and/or modify
7 it under the terms of the GNU Lesser General Public License as published by
8 the Free Software Foundation; either version 2.1 of the License, or
9 (at your option) any later version.
10
11 This program is distributed in the hope that it will be useful,
12 but WITHOUT ANY WARRANTY; without even the implied warranty of
13 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
14 GNU Lesser General Public License for more details.
15
16 You should have received a copy of the GNU Lesser General Public License along
17 with this program; if not, write to the Free Software Foundation, Inc.,
18 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
19 */
20
21 #include "dungeongen.h"
22 #include <cmath>
23 #include "mapgen.h"
24 #include "voxel.h"
25 #include "noise.h"
26 #include "mapblock.h"
27 #include "mapnode.h"
28 #include "map.h"
29 #include "nodedef.h"
30 #include "settings.h"
31
32 //#define DGEN_USE_TORCHES
33
34
35 ///////////////////////////////////////////////////////////////////////////////
36
37
38 DungeonGen::DungeonGen(const NodeDefManager *ndef,
39         GenerateNotifier *gennotify, DungeonParams *dparams)
40 {
41         assert(ndef);
42
43         this->ndef      = ndef;
44         this->gennotify = gennotify;
45
46 #ifdef DGEN_USE_TORCHES
47         c_torch  = ndef->getId("default:torch");
48 #endif
49
50         if (dparams) {
51                 dp = *dparams;
52         } else {
53                 // Default dungeon parameters
54                 dp.seed = 0;
55
56                 dp.c_wall     = ndef->getId("mapgen_cobble");
57                 dp.c_alt_wall = ndef->getId("mapgen_mossycobble");
58                 dp.c_stair    = ndef->getId("mapgen_stair_cobble");
59
60                 dp.diagonal_dirs       = false;
61                 dp.only_in_ground      = true;
62                 dp.holesize            = v3s16(1, 2, 1);
63                 dp.corridor_len_min    = 1;
64                 dp.corridor_len_max    = 13;
65                 dp.room_size_min       = v3s16(4, 4, 4);
66                 dp.room_size_max       = v3s16(8, 6, 8);
67                 dp.room_size_large_min = v3s16(8, 8, 8);
68                 dp.room_size_large_max = v3s16(16, 16, 16);
69                 dp.large_room_chance   = 1;
70                 dp.num_rooms           = 8;
71                 dp.num_dungeons        = 1;
72                 dp.notifytype          = GENNOTIFY_DUNGEON;
73
74                 dp.np_alt_wall =
75                         NoiseParams(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
76         }
77 }
78
79
80 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
81 {
82         if (dp.num_dungeons == 0)
83                 return;
84
85         assert(vm);
86
87         //TimeTaker t("gen dungeons");
88
89         this->vm = vm;
90         this->blockseed = bseed;
91         random.seed(bseed + 2);
92
93         // Dungeon generator doesn't modify places which have this set
94         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
95
96         if (dp.only_in_ground) {
97                 // Set all air and liquid drawtypes to be untouchable to make dungeons generate
98                 // in ground only.
99                 // Set 'ignore' to be untouchable to prevent generation in ungenerated neighbor
100                 // mapchunks, to avoid dungeon rooms generating outside ground.
101                 // Like randomwalk caves, preserve nodes that have 'is_ground_content = false',
102                 // to avoid dungeons that generate out beyond the edge of a mapchunk destroying
103                 // nodes added by mods in 'register_on_generated()'.
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                                         content_t c = vm->m_data[i].getContent();
109                                         NodeDrawType dtype = ndef->get(c).drawtype;
110                                         if (dtype == NDT_AIRLIKE || dtype == NDT_LIQUID ||
111                                                         c == CONTENT_IGNORE || !ndef->get(c).is_ground_content)
112                                                 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
113                                         i++;
114                                 }
115                         }
116                 }
117         }
118
119         // Add them
120         for (u32 i = 0; i < dp.num_dungeons; i++)
121                 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
122
123         // Optionally convert some structure to alternative structure
124         if (dp.c_alt_wall == CONTENT_IGNORE)
125                 return;
126
127         for (s16 z = nmin.Z; z <= nmax.Z; z++)
128         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
129                 u32 i = vm->m_area.index(nmin.X, y, z);
130                 for (s16 x = nmin.X; x <= nmax.X; x++) {
131                         if (vm->m_data[i].getContent() == dp.c_wall) {
132                                 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
133                                         vm->m_data[i].setContent(dp.c_alt_wall);
134                         }
135                         i++;
136                 }
137         }
138
139         //printf("== gen dungeons: %dms\n", t.stop());
140 }
141
142
143 void DungeonGen::makeDungeon(v3s16 start_padding)
144 {
145         const v3s16 &areasize = vm->m_area.getExtent();
146         v3s16 roomsize;
147         v3s16 roomplace;
148
149         /*
150                 Find place for first room.
151         */
152         bool fits = false;
153         for (u32 i = 0; i < 100 && !fits; i++) {
154                 if (dp.large_room_chance >= 1) {
155                         roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
156                         roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
157                         roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
158                 } else {
159                         roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
160                         roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
161                         roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
162                 }
163
164                 // start_padding is used to disallow starting the generation of
165                 // a dungeon in a neighboring generation chunk
166                 roomplace = vm->m_area.MinEdge + start_padding;
167                 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
168                 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
169                 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
170
171                 /*
172                         Check that we're not putting the room to an unknown place,
173                         otherwise it might end up floating in the air
174                 */
175                 fits = true;
176                 for (s16 z = 0; z < roomsize.Z; z++)
177                 for (s16 y = 0; y < roomsize.Y; y++)
178                 for (s16 x = 0; x < roomsize.X; x++) {
179                         v3s16 p = roomplace + v3s16(x, y, z);
180                         u32 vi = vm->m_area.index(p);
181                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
182                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
183                                 fits = false;
184                                 break;
185                         }
186                 }
187         }
188         // No place found
189         if (!fits)
190                 return;
191
192         /*
193                 Stores the center position of the last room made, so that
194                 a new corridor can be started from the last room instead of
195                 the new room, if chosen so.
196         */
197         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
198
199         for (u32 i = 0; i < dp.num_rooms; i++) {
200                 // Make a room to the determined place
201                 makeRoom(roomsize, roomplace);
202
203                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
204                 if (gennotify)
205                         gennotify->addEvent(dp.notifytype, room_center);
206
207 #ifdef DGEN_USE_TORCHES
208                 // Place torch at room center (for testing)
209                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
210 #endif
211
212                 // Quit if last room
213                 if (i + 1 == dp.num_rooms)
214                         break;
215
216                 // Determine walker start position
217
218                 bool start_in_last_room = (random.range(0, 2) != 0);
219
220                 v3s16 walker_start_place;
221
222                 if (start_in_last_room) {
223                         walker_start_place = last_room_center;
224                 } else {
225                         walker_start_place = room_center;
226                         // Store center of current room as the last one
227                         last_room_center = room_center;
228                 }
229
230                 // Create walker and find a place for a door
231                 v3s16 doorplace;
232                 v3s16 doordir;
233
234                 m_pos = walker_start_place;
235                 if (!findPlaceForDoor(doorplace, doordir))
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                         doorplace -= doordir;
244
245                 // Make a random corridor starting from the door
246                 v3s16 corridor_end;
247                 v3s16 corridor_end_dir;
248                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
249
250                 // Find a place for a random sized room
251                 if (dp.large_room_chance > 1 && random.range(1, dp.large_room_chance) == 1) {
252                         // Large room
253                         roomsize.Z = random.range(dp.room_size_large_min.Z, dp.room_size_large_max.Z);
254                         roomsize.Y = random.range(dp.room_size_large_min.Y, dp.room_size_large_max.Y);
255                         roomsize.X = random.range(dp.room_size_large_min.X, dp.room_size_large_max.X);
256                 } else {
257                         roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
258                         roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
259                         roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
260                 }
261
262                 m_pos = corridor_end;
263                 m_dir = corridor_end_dir;
264                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
265                         return;
266
267                 if (random.range(0, 1) == 0)
268                         // Make the door
269                         makeDoor(doorplace, doordir);
270                 else
271                         // Don't actually make a door
272                         roomplace -= doordir;
273         }
274 }
275
276
277 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
278 {
279         MapNode n_wall(dp.c_wall);
280         MapNode n_air(CONTENT_AIR);
281
282         // Make +-X walls
283         for (s16 z = 0; z < roomsize.Z; z++)
284         for (s16 y = 0; y < roomsize.Y; y++) {
285                 {
286                         v3s16 p = roomplace + v3s16(0, y, z);
287                         if (!vm->m_area.contains(p))
288                                 continue;
289                         u32 vi = vm->m_area.index(p);
290                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
291                                 continue;
292                         vm->m_data[vi] = n_wall;
293                 }
294                 {
295                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
296                         if (!vm->m_area.contains(p))
297                                 continue;
298                         u32 vi = vm->m_area.index(p);
299                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
300                                 continue;
301                         vm->m_data[vi] = n_wall;
302                 }
303         }
304
305         // Make +-Z walls
306         for (s16 x = 0; x < roomsize.X; x++)
307         for (s16 y = 0; y < roomsize.Y; y++) {
308                 {
309                         v3s16 p = roomplace + v3s16(x, y, 0);
310                         if (!vm->m_area.contains(p))
311                                 continue;
312                         u32 vi = vm->m_area.index(p);
313                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
314                                 continue;
315                         vm->m_data[vi] = n_wall;
316                 }
317                 {
318                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
319                         if (!vm->m_area.contains(p))
320                                 continue;
321                         u32 vi = vm->m_area.index(p);
322                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
323                                 continue;
324                         vm->m_data[vi] = n_wall;
325                 }
326         }
327
328         // Make +-Y walls (floor and ceiling)
329         for (s16 z = 0; z < roomsize.Z; z++)
330         for (s16 x = 0; x < roomsize.X; x++) {
331                 {
332                         v3s16 p = roomplace + v3s16(x, 0, z);
333                         if (!vm->m_area.contains(p))
334                                 continue;
335                         u32 vi = vm->m_area.index(p);
336                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
337                                 continue;
338                         vm->m_data[vi] = n_wall;
339                 }
340                 {
341                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
342                         if (!vm->m_area.contains(p))
343                                 continue;
344                         u32 vi = vm->m_area.index(p);
345                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
346                                 continue;
347                         vm->m_data[vi] = n_wall;
348                 }
349         }
350
351         // Fill with air
352         for (s16 z = 1; z < roomsize.Z - 1; z++)
353         for (s16 y = 1; y < roomsize.Y - 1; y++)
354         for (s16 x = 1; x < roomsize.X - 1; x++) {
355                 v3s16 p = roomplace + v3s16(x, y, z);
356                 if (!vm->m_area.contains(p))
357                         continue;
358                 u32 vi = vm->m_area.index(p);
359                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
360                 vm->m_data[vi] = n_air;
361         }
362 }
363
364
365 void DungeonGen::makeFill(v3s16 place, v3s16 size,
366         u8 avoid_flags, MapNode n, u8 or_flags)
367 {
368         for (s16 z = 0; z < size.Z; z++)
369         for (s16 y = 0; y < size.Y; y++)
370         for (s16 x = 0; x < size.X; x++) {
371                 v3s16 p = place + v3s16(x, y, z);
372                 if (!vm->m_area.contains(p))
373                         continue;
374                 u32 vi = vm->m_area.index(p);
375                 if (vm->m_flags[vi] & avoid_flags)
376                         continue;
377                 vm->m_flags[vi] |= or_flags;
378                 vm->m_data[vi] = n;
379         }
380 }
381
382
383 void DungeonGen::makeHole(v3s16 place)
384 {
385         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
386                 VMANIP_FLAG_DUNGEON_INSIDE);
387 }
388
389
390 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
391 {
392         makeHole(doorplace);
393
394 #ifdef DGEN_USE_TORCHES
395         // Place torch (for testing)
396         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
397 #endif
398 }
399
400
401 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
402         v3s16 &result_place, v3s16 &result_dir)
403 {
404         makeHole(doorplace);
405         v3s16 p0 = doorplace;
406         v3s16 dir = doordir;
407         u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
408         u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
409         u32 partcount = 0;
410         s16 make_stairs = 0;
411
412         if (random.next() % 2 == 0 && partlength >= 3)
413                 make_stairs = random.next() % 2 ? 1 : -1;
414
415         for (u32 i = 0; i < length; i++) {
416                 v3s16 p = p0 + dir;
417                 if (partcount != 0)
418                         p.Y += make_stairs;
419
420                 // Check segment of minimum size corridor is in voxelmanip
421                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
422                         if (make_stairs) {
423                                 makeFill(p + v3s16(-1, -1, -1),
424                                         dp.holesize + v3s16(2, 3, 2),
425                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
426                                         MapNode(dp.c_wall),
427                                         0);
428                                 makeFill(p, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
429                                         MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
430                                 makeFill(p - dir, dp.holesize, VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
431                                         MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
432
433                                 // TODO: fix stairs code so it works 100%
434                                 // (quite difficult)
435
436                                 // exclude stairs from the bottom step
437                                 // exclude stairs from diagonal steps
438                                 if (((dir.X ^ dir.Z) & 1) &&
439                                                 (((make_stairs ==  1) && i != 0) ||
440                                                 ((make_stairs == -1) && i != length - 1))) {
441                                         // rotate face 180 deg if
442                                         // making stairs backwards
443                                         int facedir = dir_to_facedir(dir * make_stairs);
444                                         v3s16 ps = p;
445                                         u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
446                                         // Stair width direction vector
447                                         v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
448
449                                         for (u16 st = 0; st < stair_width; st++) {
450                                                 if (make_stairs == -1) {
451                                                         u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
452                                                         if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
453                                                                         vm->m_data[vi].getContent() == dp.c_wall) {
454                                                                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
455                                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
456                                                         }
457                                                 } else if (make_stairs == 1) {
458                                                         u32 vi = vm->m_area.index(ps.X, ps.Y - 1, ps.Z);
459                                                         if (vm->m_area.contains(ps + v3s16(0, -1, 0)) &&
460                                                                         vm->m_data[vi].getContent() == dp.c_wall) {
461                                                                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
462                                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
463                                                         }
464                                                 }
465                                                 ps += swv;
466                                         }
467                                 }
468                         } else {
469                                 makeFill(p + v3s16(-1, -1, -1),
470                                         dp.holesize + v3s16(2, 2, 2),
471                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
472                                         MapNode(dp.c_wall),
473                                         0);
474                                 makeHole(p);
475                         }
476
477                         p0 = p;
478                 } else {
479                         // Can't go here, turn away
480                         dir = turn_xz(dir, random.range(0, 1));
481                         make_stairs = -make_stairs;
482                         partcount = 0;
483                         partlength = random.range(1, length);
484                         continue;
485                 }
486
487                 partcount++;
488                 if (partcount >= partlength) {
489                         partcount = 0;
490
491                         random_turn(random, dir);
492
493                         partlength = random.range(1, length);
494
495                         make_stairs = 0;
496                         if (random.next() % 2 == 0 && partlength >= 3)
497                                 make_stairs = random.next() % 2 ? 1 : -1;
498                 }
499         }
500         result_place = p0;
501         result_dir = dir;
502 }
503
504
505 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
506 {
507         for (u32 i = 0; i < 100; i++) {
508                 v3s16 p = m_pos + m_dir;
509                 v3s16 p1 = p + v3s16(0, 1, 0);
510                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
511                         randomizeDir();
512                         continue;
513                 }
514                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
515                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
516                         // Found wall, this is a good place!
517                         result_place = p;
518                         result_dir = m_dir;
519                         // Randomize next direction
520                         randomizeDir();
521                         return true;
522                 }
523                 /*
524                         Determine where to move next
525                 */
526                 // Jump one up if the actual space is there
527                 if (vm->getNodeNoExNoEmerge(p +
528                                 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
529                                 vm->getNodeNoExNoEmerge(p +
530                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
531                                 vm->getNodeNoExNoEmerge(p +
532                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
533                         p += v3s16(0,1,0);
534                 // Jump one down if the actual space is there
535                 if (vm->getNodeNoExNoEmerge(p +
536                                 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
537                                 vm->getNodeNoExNoEmerge(p +
538                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
539                                 vm->getNodeNoExNoEmerge(p +
540                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
541                         p += v3s16(0, -1, 0);
542                 // Check if walking is now possible
543                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
544                                 vm->getNodeNoExNoEmerge(p +
545                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
546                         // Cannot continue walking here
547                         randomizeDir();
548                         continue;
549                 }
550                 // Move there
551                 m_pos = p;
552         }
553         return false;
554 }
555
556
557 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
558         v3s16 &result_doordir, v3s16 &result_roomplace)
559 {
560         for (s16 trycount = 0; trycount < 30; trycount++) {
561                 v3s16 doorplace;
562                 v3s16 doordir;
563                 bool r = findPlaceForDoor(doorplace, doordir);
564                 if (!r)
565                         continue;
566                 v3s16 roomplace;
567                 // X east, Z north, Y up
568                 if (doordir == v3s16(1, 0, 0)) // X+
569                         roomplace = doorplace +
570                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
571                 if (doordir == v3s16(-1, 0, 0)) // X-
572                         roomplace = doorplace +
573                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
574                 if (doordir == v3s16(0, 0, 1)) // Z+
575                         roomplace = doorplace +
576                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
577                 if (doordir == v3s16(0, 0, -1)) // Z-
578                         roomplace = doorplace +
579                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
580
581                 // Check fit
582                 bool fits = true;
583                 for (s16 z = 1; z < roomsize.Z - 1; z++)
584                 for (s16 y = 1; y < roomsize.Y - 1; y++)
585                 for (s16 x = 1; x < roomsize.X - 1; x++) {
586                         v3s16 p = roomplace + v3s16(x, y, z);
587                         if (!vm->m_area.contains(p)) {
588                                 fits = false;
589                                 break;
590                         }
591                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
592                                 fits = false;
593                                 break;
594                         }
595                 }
596                 if (!fits) {
597                         // Find new place
598                         continue;
599                 }
600                 result_doorplace = doorplace;
601                 result_doordir   = doordir;
602                 result_roomplace = roomplace;
603                 return true;
604         }
605         return false;
606 }
607
608
609 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
610 {
611         // Make diagonal directions somewhat rare
612         if (diagonal_dirs && (random.next() % 4 == 0)) {
613                 v3s16 dir;
614                 int trycount = 0;
615
616                 do {
617                         trycount++;
618
619                         dir.Z = random.next() % 3 - 1;
620                         dir.Y = 0;
621                         dir.X = random.next() % 3 - 1;
622                 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
623
624                 return dir;
625         }
626
627         if (random.next() % 2 == 0)
628                 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
629
630         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
631 }
632
633
634 v3s16 turn_xz(v3s16 olddir, int t)
635 {
636         v3s16 dir;
637         if (t == 0) {
638                 // Turn right
639                 dir.X = olddir.Z;
640                 dir.Z = -olddir.X;
641                 dir.Y = olddir.Y;
642         } else {
643                 // Turn left
644                 dir.X = -olddir.Z;
645                 dir.Z = olddir.X;
646                 dir.Y = olddir.Y;
647         }
648         return dir;
649 }
650
651
652 void random_turn(PseudoRandom &random, v3s16 &dir)
653 {
654         int turn = random.range(0, 2);
655         if (turn == 0) {
656                 // Go straight: nothing to do
657                 return;
658         } else if (turn == 1) {
659                 // Turn right
660                 dir = turn_xz(dir, 0);
661         } else {
662                 // Turn left
663                 dir = turn_xz(dir, 1);
664         }
665 }
666
667
668 int dir_to_facedir(v3s16 d)
669 {
670         if (abs(d.X) > abs(d.Z))
671                 return d.X < 0 ? 3 : 1;
672
673         return d.Z < 0 ? 2 : 0;
674 }