]> git.lizzy.rs Git - minetest.git/blobdiff - src/dungeongen.cpp
Refactor the_game() to make it more understandable and maintainable.
[minetest.git] / src / dungeongen.cpp
index 7b529a83f9d1115a04877cfb83c06dbbe4bb9f5b..2027b7f1381c0fac9aca3a45e8d7c1f31b7b5c85 100644 (file)
@@ -29,65 +29,68 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "settings.h" // For g_settings
 #include "main.h" // For g_profiler
 
-NoiseParams nparams_dungeon_rarity = 
-       {0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8};
-NoiseParams nparams_dungeon_wetness =
-       {0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1};
-NoiseParams nparams_dungeon_density =
-       {0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4};
+//#define DGEN_USE_TORCHES
+
+NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8);
+NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1);
+NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4);
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
-       this->ndef        = ndef;
-       this->mapseed     = seed;
-       this->water_level = waterlevel;
+DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
+       this->mg = mapgen;
+       this->vm = mapgen->vm;
+
+#ifdef DGEN_USE_TORCHES
+       c_torch  = ndef->getId("default:torch");
+#endif
        
-       np_rarity  = &nparams_dungeon_rarity;
-       np_wetness = &nparams_dungeon_wetness;
-       np_density = &nparams_dungeon_density;
-       /*
-       cid_water_source = ndef->getId("mapgen_water_source");
-       cid_cobble       = ndef->getId("mapgen_cobble");
-       cid_mossycobble  = ndef->getId("mapgen_mossycobble");
-       cid_torch        = ndef->getId("default:torch");
-       */
+       if (dparams) {
+               memcpy(&dp, dparams, sizeof(dp));
+       } else {
+               dp.c_water  = mg->ndef->getId("mapgen_water_source");
+               dp.c_cobble = mg->ndef->getId("mapgen_cobble");
+               dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
+               dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");
+
+               dp.diagonal_dirs = false;
+               dp.mossratio  = 3.0;
+               dp.holesize   = v3s16(1, 2, 1);
+               dp.roomsize   = v3s16(0,0,0);
+               dp.notifytype = GENNOTIFY_DUNGEON;
+
+               dp.np_rarity  = nparams_dungeon_rarity;
+               dp.np_wetness = nparams_dungeon_wetness;
+               dp.np_density = nparams_dungeon_density;
+       }
 }
 
 
-void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
-                                                v3s16 nmin, v3s16 nmax) {
+void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
        //TimeTaker t("gen dungeons");
-       int approx_groundlevel = 10 + water_level;
+       int approx_groundlevel = 10 + mg->water_level;
 
        if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
-               NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
+               NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
                return;
-               
-       this->vmanip    = vm;
+
        this->blockseed = bseed;
        random.seed(bseed + 2);
 
-       cid_water_source = ndef->getId("mapgen_water_source");
-       cid_cobble       = ndef->getId("mapgen_cobble");
-       cid_mossycobble  = ndef->getId("mapgen_mossycobble");
-       //cid_torch        = ndef->getId("default:torch");
-       cid_cobblestair  = ndef->getId("mapgen_stair_cobble");
-
        // Dungeon generator doesn't modify places which have this set
-       vmanip->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
+       vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
 
        // Set all air and water to be untouchable to make dungeons open
        // to caves and open air
        for (s16 z = nmin.Z; z <= nmax.Z; z++) {
                for (s16 y = nmin.Y; y <= nmax.Y; y++) {
-                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       u32 i = vm->m_area.index(nmin.X, y, z);
                        for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               content_t c = vmanip->m_data[i].getContent();
-                               if (c == CONTENT_AIR || c == cid_water_source)
-                                       vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
+                               content_t c = vm->m_data[i].getContent();
+                               if (c == CONTENT_AIR || c == dp.c_water)
+                                       vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
                                i++;
                        }
                }
@@ -95,17 +98,18 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
        
        // Add it
        makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
-       
+
        // Convert some cobble to mossy cobble
-       for (s16 z = nmin.Z; z <= nmax.Z; z++) {
+       if (dp.mossratio != 0.0) {
+               for (s16 z = nmin.Z; z <= nmax.Z; z++)
                for (s16 y = nmin.Y; y <= nmax.Y; y++) {
-                       u32 i = vmanip->m_area.index(nmin.X, y, z);
+                       u32 i = vm->m_area.index(nmin.X, y, z);
                        for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               if (vmanip->m_data[i].getContent() == cid_cobble) {
-                                       float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
-                                       float density = NoisePerlin3D(np_density, x, y, z, blockseed);
-                                       if (density < wetness / 3.0)
-                                               vmanip->m_data[i].setContent(cid_mossycobble);
+                               if (vm->m_data[i].getContent() == dp.c_cobble) {
+                                       float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
+                                       float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
+                                       if (density < wetness / dp.mossratio)
+                                               vm->m_data[i].setContent(dp.c_moss);
                                }
                                i++;
                        }
@@ -118,7 +122,7 @@ void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
 
 void DungeonGen::makeDungeon(v3s16 start_padding)
 {
-       v3s16 areasize = vmanip->m_area.getExtent();
+       v3s16 areasize = vm->m_area.getExtent();
        v3s16 roomsize;
        v3s16 roomplace;
 
@@ -126,16 +130,17 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                Find place for first room
        */
        bool fits = false;
-       for (u32 i = 0; i < 100; i++)
+       for (u32 i = 0; i < 100 && !fits; i++)
        {
                bool is_large_room = ((random.next() & 3) == 1);
                roomsize = is_large_room ?
                        v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
                        v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
-               
+               roomsize += dp.roomsize;
+
                // start_padding is used to disallow starting the generation of
                // a dungeon in a neighboring generation chunk
-               roomplace = vmanip->m_area.MinEdge + start_padding + v3s16(
+               roomplace = vm->m_area.MinEdge + start_padding + v3s16(
                        random.range(0,areasize.X-roomsize.X-1-start_padding.X),
                        random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
                        random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
@@ -150,20 +155,13 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                for (s16 x = 1; x < roomsize.X - 1; x++)
                {
                        v3s16 p = roomplace + v3s16(x, y, z);
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
-                       {
-                               fits = false;
-                               break;
-                       }
-                       if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
-                       {
+                       u32 vi = vm->m_area.index(p);
+                       if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
+                               vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                fits = false;
                                break;
                        }
                }
-               if (fits)
-                       break;
        }
        // No place found
        if (fits == false)
@@ -183,9 +181,15 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                makeRoom(roomsize, roomplace);
 
                v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
+               if (mg->gennotify & (1 << dp.notifytype)) {
+                       std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
+                       nvec->push_back(room_center);
+               }
 
+#ifdef DGEN_USE_TORCHES
                // Place torch at room center (for testing)
-               //vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);
+               vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
+#endif
 
                // Quit if last room
                if (i == room_count - 1)
@@ -197,12 +201,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                v3s16 walker_start_place;
 
-               if(start_in_last_room)
-               {
+               if (start_in_last_room) {
                        walker_start_place = last_room_center;
-               }
-               else
-               {
+               } else {
                        walker_start_place = room_center;
                        // Store center of current room as the last one
                        last_room_center = room_center;
@@ -213,8 +214,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                v3s16 doordir;
                
                m_pos = walker_start_place;
-               bool r = findPlaceForDoor(doorplace, doordir);
-               if (r == false)
+               if (!findPlaceForDoor(doorplace, doordir))
                        return;
 
                if (random.range(0,1) == 0)
@@ -231,10 +231,11 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
                // Find a place for a random sized room
                roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+               roomsize += dp.roomsize;
+
                m_pos = corridor_end;
                m_dir = corridor_end_dir;
-               r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
-               if (r == false)
+               if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
                        return;
 
                if (random.range(0,1) == 0)
@@ -250,7 +251,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 {
-       MapNode n_cobble(cid_cobble);
+       MapNode n_cobble(dp.c_cobble);
        MapNode n_air(CONTENT_AIR);
        
        // Make +-X walls
@@ -259,21 +260,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        {
                {
                        v3s16 p = roomplace + v3s16(0, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -283,21 +284,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        {
                {
                        v3s16 p = roomplace + v3s16(x, y, 0);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -307,21 +308,21 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        {
                {
                        v3s16 p = roomplace + v3s16(x, 0, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                                continue;
-                       u32 vi = vmanip->m_area.index(p);
-                       if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
+                       u32 vi = vm->m_area.index(p);
+                       if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vmanip->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_cobble;
                }
        }
 
@@ -331,11 +332,11 @@ void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
        for (s16 x = 1; x < roomsize.X - 1; x++)
        {
                v3s16 p = roomplace + v3s16(x, y, z);
-               if (vmanip->m_area.contains(p) == false)
+               if (vm->m_area.contains(p) == false)
                        continue;
-               u32 vi = vmanip->m_area.index(p);
-               vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
-               vmanip->m_data[vi]   = n_air;
+               u32 vi = vm->m_area.index(p);
+               vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
+               vm->m_data[vi]   = n_air;
        }
 }
 
@@ -348,29 +349,32 @@ void DungeonGen::makeFill(v3s16 place, v3s16 size,
        for (s16 x = 0; x < size.X; x++)
        {
                v3s16 p = place + v3s16(x, y, z);
-               if (vmanip->m_area.contains(p) == false)
+               if (vm->m_area.contains(p) == false)
                        continue;
-               u32 vi = vmanip->m_area.index(p);
-               if (vmanip->m_flags[vi] & avoid_flags)
+               u32 vi = vm->m_area.index(p);
+               if (vm->m_flags[vi] & avoid_flags)
                        continue;
-               vmanip->m_flags[vi] |= or_flags;
-               vmanip->m_data[vi]   = n;
+               vm->m_flags[vi] |= or_flags;
+               vm->m_data[vi]   = n;
        }
 }
 
 
 void DungeonGen::makeHole(v3s16 place)
 {
-       makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
-                       VMANIP_FLAG_DUNGEON_INSIDE);
+       makeFill(place, dp.holesize, 0,
+               MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
 }
 
 
 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
 {
        makeHole(doorplace);
+
+#ifdef DGEN_USE_TORCHES
        // Place torch (for testing)
-       //vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
+       vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
+#endif
 }
 
 
@@ -398,33 +402,35 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
                if (partcount != 0)
                        p.Y += make_stairs;
 
-               if (vmanip->m_area.contains(p) == true &&
-                       vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+               if (vm->m_area.contains(p) == true &&
+                       vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
                        if (make_stairs) {
-                               makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+                               makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
                                makeHole(p);
                                makeHole(p - dir);
                                
                                // TODO: fix stairs code so it works 100% (quite difficult)
 
                                // exclude stairs from the bottom step
-                               if (((make_stairs ==  1) && i != 0) ||
-                                       ((make_stairs == -1) && i != length - 1)) {
+                               // exclude stairs from diagonal steps
+                               if (((dir.X ^ dir.Z) & 1) &&
+                                       (((make_stairs ==  1) && i != 0) ||
+                                       ((make_stairs == -1) && i != length - 1))) {
                                        // rotate face 180 deg if making stairs backwards
                                        int facedir = dir_to_facedir(dir * make_stairs);
                                        
-                                       u32 vi = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
-                                       if (vmanip->m_data[vi].getContent() == cid_cobble)
-                                               vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+                                       u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
+                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
                                        
-                                       vi = vmanip->m_area.index(p.X, p.Y, p.Z);
-                                       if (vmanip->m_data[vi].getContent() == cid_cobble)
-                                               vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
+                                       vi = vm->m_area.index(p.X, p.Y, p.Z);
+                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                               vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
                                }
                        } else {
-                               makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
+                               makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
+                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
                                makeHole(p);
                        }
 
@@ -462,15 +468,15 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
        {
                v3s16 p = m_pos + m_dir;
                v3s16 p1 = p + v3s16(0, 1, 0);
-               if (vmanip->m_area.contains(p) == false
-                || vmanip->m_area.contains(p1) == false
+               if (vm->m_area.contains(p) == false
+                || vm->m_area.contains(p1) == false
                 || i % 4 == 0)
                {
                        randomizeDir();
                        continue;
                }
-               if (vmanip->getNodeNoExNoEmerge(p).getContent()  == cid_cobble
-                && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_cobble)
+               if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
                {
                        // Found wall, this is a good place!
                        result_place = p;
@@ -483,18 +489,18 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        Determine where to move next
                */
                // Jump one up if the actual space is there
-               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
                        p += v3s16(0,1,0);
                // Jump one down if the actual space is there
-               if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
-                && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
+                && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
                        p += v3s16(0,-1,0);
                // Check if walking is now possible
-               if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
-                || vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
+               if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
+                || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
                {
                        // Cannot continue walking here
                        randomizeDir();
@@ -551,12 +557,12 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
                for (s16 x = 1; x < roomsize.X - 1; x++)
                {
                        v3s16 p = roomplace + v3s16(x, y, z);
-                       if (vmanip->m_area.contains(p) == false)
+                       if (vm->m_area.contains(p) == false)
                        {
                                fits = false;
                                break;
                        }
-                       if (vmanip->m_flags[vmanip->m_area.index(p)]
+                       if (vm->m_flags[vm->m_area.index(p)]
                                        & VMANIP_FLAG_DUNGEON_INSIDE)
                        {
                                fits = false;
@@ -577,12 +583,25 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
 }
 
 
-v3s16 rand_ortho_dir(PseudoRandom &random)
+v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
 {
-       if (random.next() % 2 == 0)
-               return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
-       else
-               return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+       // Make diagonal directions somewhat rare
+       if (diagonal_dirs && (random.next() % 4 == 0)) {
+               v3s16 dir;
+               int trycount = 0;
+
+               do {
+                       trycount++;
+                       dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
+               } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
+
+               return dir;
+       } else {
+               if (random.next() % 2 == 0)
+                       return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
+               else
+                       return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
+       }
 }