]> git.lizzy.rs Git - minetest.git/blobdiff - src/dungeongen.cpp
Cavegen: Wider tunnels in mgflat, mgfractal, mgvalleys
[minetest.git] / src / dungeongen.cpp
index eb452a196a534e03c68ae398ca185af690bd1841..78573da04c4adb36a1130e4b88b009741da9502e 100644 (file)
@@ -26,22 +26,24 @@ with this program; if not, write to the Free Software Foundation, Inc.,
 #include "map.h"
 #include "nodedef.h"
 #include "profiler.h"
-#include "settings.h" // For g_settings
-#include "main.h" // For g_profiler
+#include "settings.h"
 
 //#define DGEN_USE_TORCHES
 
-NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
-NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
-NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
+NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
+NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
 
 
 ///////////////////////////////////////////////////////////////////////////////
 
 
-DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
-       this->mg = mapgen;
-       this->vm = mapgen->vm;
+DungeonGen::DungeonGen(INodeDefManager *ndef,
+       GenerateNotifier *gennotify, DungeonParams *dparams)
+{
+       assert(ndef);
+
+       this->ndef      = ndef;
+       this->gennotify = gennotify;
 
 #ifdef DGEN_USE_TORCHES
        c_torch  = ndef->getId("default:torch");
@@ -50,66 +52,82 @@ DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
        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.seed = 0;
+
+               dp.c_water       = ndef->getId("mapgen_water_source");
+               dp.c_river_water = ndef->getId("mapgen_river_water_source");
+               dp.c_wall        = ndef->getId("mapgen_cobble");
+               dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
+               dp.c_stair       = ndef->getId("mapgen_stair_cobble");
+
+               if (dp.c_river_water == CONTENT_IGNORE)
+                       dp.c_river_water = ndef->getId("mapgen_water_source");
 
                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;
+               dp.holesize      = v3s16(1, 2, 1);
+               dp.roomsize      = v3s16(0, 0, 0);
+               dp.rooms_min     = 2;
+               dp.rooms_max     = 16;
+               dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
+               dp.y_max         = MAX_MAP_GENERATION_LIMIT;
+               dp.notifytype    = GENNOTIFY_DUNGEON;
+
+               dp.np_density  = nparams_dungeon_density;
+               dp.np_alt_wall = nparams_dungeon_alt_wall;
        }
 }
 
 
-void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
+void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
+{
+       assert(vm);
+
        //TimeTaker t("gen dungeons");
-       if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
+       if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
+               return;
+
+       float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
+       if (nval_density < 1.0f)
                return;
 
+       this->vm = vm;
        this->blockseed = bseed;
        random.seed(bseed + 2);
 
        // Dungeon generator doesn't modify places which have this set
        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
+       // 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 = vm->m_area.index(nmin.X, y, z);
                        for (s16 x = nmin.X; x <= nmax.X; x++) {
                                content_t c = vm->m_data[i].getContent();
-                               if (c == CONTENT_AIR || c == dp.c_water)
+                               if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
                                        vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
                                i++;
                        }
                }
        }
 
-       // Add it
-       makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
+       // Add them
+       for (u32 i = 0; i < floor(nval_density); i++)
+               makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
 
-       // Convert some cobble to mossy cobble
-       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 = vm->m_area.index(nmin.X, y, z);
-                       for (s16 x = nmin.X; x <= nmax.X; x++) {
-                               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++;
+       // Optionally convert some structure to alternative structure
+       if (dp.c_alt_wall == CONTENT_IGNORE)
+               return;
+
+       for (s16 z = nmin.Z; z <= nmax.Z; z++)
+       for (s16 y = nmin.Y; y <= nmax.Y; y++) {
+               u32 i = vm->m_area.index(nmin.X, y, z);
+               for (s16 x = nmin.X; x <= nmax.X; x++) {
+                       if (vm->m_data[i].getContent() == dp.c_wall) {
+                               if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
+                                       vm->m_data[i].setContent(dp.c_alt_wall);
                        }
+                       i++;
                }
        }
 
@@ -127,34 +145,38 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                Find place for first room
        */
        bool fits = false;
-       for (u32 i = 0; i < 100 && !fits; 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));
+               if (is_large_room) {
+                       roomsize.Z = random.range(8, 16);
+                       roomsize.Y = random.range(8, 16);
+                       roomsize.X = random.range(8, 16);
+               } else {
+                       roomsize.Z = random.range(4, 8);
+                       roomsize.Y = random.range(4, 6);
+                       roomsize.X = 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 = 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));
+               roomplace = vm->m_area.MinEdge + start_padding;
+               roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
+               roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
+               roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
 
                /*
                        Check that we're not putting the room to an unknown place,
                        otherwise it might end up floating in the air
                */
                fits = true;
-               for (s16 z = 1; z < roomsize.Z - 1; z++)
-               for (s16 y = 1; y < roomsize.Y - 1; y++)
-               for (s16 x = 1; x < roomsize.X - 1; x++)
-               {
+               for (s16 z = 0; z < roomsize.Z; z++)
+               for (s16 y = 0; y < roomsize.Y; y++)
+               for (s16 x = 0; x < roomsize.X; x++) {
                        v3s16 p = roomplace + v3s16(x, y, z);
                        u32 vi = vm->m_area.index(p);
-                       if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
-                               vm->m_data[vi].getContent() == CONTENT_IGNORE) {
+                       if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
+                                       vm->m_data[vi].getContent() == CONTENT_IGNORE) {
                                fits = false;
                                break;
                        }
@@ -171,14 +193,14 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
        */
        v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
 
-       u32 room_count = random.range(2, 16);
-       for (u32 i = 0; i < room_count; i++)
-       {
+       u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
+       for (u32 i = 0; i < room_count; i++) {
                // Make a room to the determined place
                makeRoom(roomsize, roomplace);
 
                v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
-               mg->gennotify.addEvent(dp.notifytype, room_center);
+               if (gennotify)
+                       gennotify->addEvent(dp.notifytype, room_center);
 
 #ifdef DGEN_USE_TORCHES
                // Place torch at room center (for testing)
@@ -211,7 +233,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                if (!findPlaceForDoor(doorplace, doordir))
                        return;
 
-               if (random.range(0,1) == 0)
+               if (random.range(0, 1) == 0)
                        // Make the door
                        makeDoor(doorplace, doordir);
                else
@@ -224,7 +246,9 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
 
                // Find a place for a random sized room
-               roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
+               roomsize.Z = random.range(4, 8);
+               roomsize.Y = random.range(4, 6);
+               roomsize.X = random.range(4, 8);
                roomsize += dp.roomsize;
 
                m_pos = corridor_end;
@@ -232,7 +256,7 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
                if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
                        return;
 
-               if (random.range(0,1) == 0)
+               if (random.range(0, 1) == 0)
                        // Make the door
                        makeDoor(doorplace, doordir);
                else
@@ -245,119 +269,114 @@ void DungeonGen::makeDungeon(v3s16 start_padding)
 
 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
 {
-       MapNode n_cobble(dp.c_cobble);
+       MapNode n_wall(dp.c_wall);
        MapNode n_air(CONTENT_AIR);
 
        // Make +-X walls
        for (s16 z = 0; z < roomsize.Z; z++)
-       for (s16 y = 0; y < roomsize.Y; y++)
-       {
+       for (s16 y = 0; y < roomsize.Y; y++) {
                {
                        v3s16 p = roomplace + v3s16(0, y, z);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
        // Make +-Z walls
        for (s16 x = 0; x < roomsize.X; x++)
-       for (s16 y = 0; y < roomsize.Y; y++)
-       {
+       for (s16 y = 0; y < roomsize.Y; y++) {
                {
                        v3s16 p = roomplace + v3s16(x, y, 0);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
        // Make +-Y walls (floor and ceiling)
        for (s16 z = 0; z < roomsize.Z; z++)
-       for (s16 x = 0; x < roomsize.X; x++)
-       {
+       for (s16 x = 0; x < roomsize.X; x++) {
                {
                        v3s16 p = roomplace + v3s16(x, 0, z);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
                {
                        v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
-                       if (vm->m_area.contains(p) == false)
+                       if (!vm->m_area.contains(p))
                                continue;
                        u32 vi = vm->m_area.index(p);
                        if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
                                continue;
-                       vm->m_data[vi] = n_cobble;
+                       vm->m_data[vi] = n_wall;
                }
        }
 
        // Fill with air
        for (s16 z = 1; z < roomsize.Z - 1; z++)
        for (s16 y = 1; y < roomsize.Y - 1; y++)
-       for (s16 x = 1; x < roomsize.X - 1; x++)
-       {
+       for (s16 x = 1; x < roomsize.X - 1; x++) {
                v3s16 p = roomplace + v3s16(x, y, z);
-               if (vm->m_area.contains(p) == false)
+               if (!vm->m_area.contains(p))
                        continue;
                u32 vi = vm->m_area.index(p);
                vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
-               vm->m_data[vi]   = n_air;
+               vm->m_data[vi] = n_air;
        }
 }
 
 
 void DungeonGen::makeFill(v3s16 place, v3s16 size,
-               u8 avoid_flags, MapNode n, u8 or_flags)
+       u8 avoid_flags, MapNode n, u8 or_flags)
 {
        for (s16 z = 0; z < size.Z; z++)
        for (s16 y = 0; y < size.Y; y++)
-       for (s16 x = 0; x < size.X; x++)
-       {
+       for (s16 x = 0; x < size.X; x++) {
                v3s16 p = place + v3s16(x, y, z);
-               if (vm->m_area.contains(p) == false)
+               if (!vm->m_area.contains(p))
                        continue;
                u32 vi = vm->m_area.index(p);
                if (vm->m_flags[vi] & avoid_flags)
                        continue;
                vm->m_flags[vi] |= or_flags;
-               vm->m_data[vi]   = n;
+               vm->m_data[vi] = n;
        }
 }
 
 
 void DungeonGen::makeHole(v3s16 place)
 {
-       makeFill(place, dp.holesize, 0,
-               MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
+       makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
+               VMANIP_FLAG_DUNGEON_INSIDE);
 }
 
 
@@ -372,8 +391,8 @@ void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
 }
 
 
-void DungeonGen::makeCorridor(v3s16 doorplace,
-               v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
+void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
+       v3s16 &result_place, v3s16 &result_dir)
 {
        makeHole(doorplace);
        v3s16 p0 = doorplace;
@@ -396,35 +415,43 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
                if (partcount != 0)
                        p.Y += make_stairs;
 
-               if (vm->m_area.contains(p) == true &&
-                       vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
+               if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0)) &&
+                               vm->m_area.contains(v3s16(p.X - dir.X, p.Y - 1, p.Z - dir.Z))) {
                        if (make_stairs) {
-                               makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
+                               makeFill(p + v3s16(-1, -1, -1),
+                                       dp.holesize + v3s16(2, 3, 2),
+                                       VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+                                       MapNode(dp.c_wall),
+                                       0);
                                makeHole(p);
                                makeHole(p - dir);
 
-                               // TODO: fix stairs code so it works 100% (quite difficult)
+                               // TODO: fix stairs code so it works 100%
+                               // (quite difficult)
 
                                // exclude stairs from the bottom step
                                // 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
+                                               (((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 = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
-                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                       if (vm->m_data[vi].getContent() == dp.c_wall)
                                                vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
 
                                        vi = vm->m_area.index(p.X, p.Y, p.Z);
-                                       if (vm->m_data[vi].getContent() == dp.c_cobble)
+                                       if (vm->m_data[vi].getContent() == dp.c_wall)
                                                vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
                                }
                        } else {
-                               makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
-                                               VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
+                               makeFill(p + v3s16(-1, -1, -1),
+                                       dp.holesize + v3s16(2, 2, 2),
+                                       VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
+                                       MapNode(dp.c_wall),
+                                       0);
                                makeHole(p);
                        }
 
@@ -444,7 +471,7 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
 
                        dir = random_turn(random, dir);
 
-                       partlength = random.range(1,length);
+                       partlength = random.range(1, length);
 
                        make_stairs = 0;
                        if (random.next() % 2 == 0 && partlength >= 3)
@@ -458,20 +485,15 @@ void DungeonGen::makeCorridor(v3s16 doorplace,
 
 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
 {
-       for (u32 i = 0; i < 100; i++)
-       {
+       for (u32 i = 0; i < 100; i++) {
                v3s16 p = m_pos + m_dir;
                v3s16 p1 = p + v3s16(0, 1, 0);
-               if (vm->m_area.contains(p) == false
-                || vm->m_area.contains(p1) == false
-                || i % 4 == 0)
-               {
+               if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
                        randomizeDir();
                        continue;
                }
-               if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
-                && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
-               {
+               if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
+                               vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
                        // Found wall, this is a good place!
                        result_place = p;
                        result_dir = m_dir;
@@ -483,19 +505,25 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
                        Determine where to move next
                */
                // Jump one up if the actual space is there
-               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)
+               if (vm->getNodeNoExNoEmerge(p +
+                               v3s16(0, 0, 0)).getContent() == dp.c_wall &&
+                               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 (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);
+               if (vm->getNodeNoExNoEmerge(p +
+                               v3s16(0, 1, 0)).getContent() == dp.c_wall &&
+                               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 (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
-                || vm->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();
                        continue;
@@ -508,10 +536,9 @@ bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
 
 
 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
-               v3s16 &result_doordir, v3s16 &result_roomplace)
+       v3s16 &result_doordir, v3s16 &result_roomplace)
 {
-       for (s16 trycount = 0; trycount < 30; trycount++)
-       {
+       for (s16 trycount = 0; trycount < 30; trycount++) {
                v3s16 doorplace;
                v3s16 doordir;
                bool r = findPlaceForDoor(doorplace, doordir);
@@ -522,16 +549,16 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
 #if 1
                if (doordir == v3s16(1, 0, 0)) // X+
                        roomplace = doorplace +
-                                       v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
+                               v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
                if (doordir == v3s16(-1, 0, 0)) // X-
                        roomplace = doorplace +
-                                       v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
+                               v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
                if (doordir == v3s16(0, 0, 1)) // Z+
                        roomplace = doorplace +
-                                       v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
+                               v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
                if (doordir == v3s16(0, 0, -1)) // Z-
                        roomplace = doorplace +
-                                       v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
+                               v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
 #endif
 #if 0
                if (doordir == v3s16(1, 0, 0)) // X+
@@ -548,23 +575,18 @@ bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
                bool fits = true;
                for (s16 z = 1; z < roomsize.Z - 1; z++)
                for (s16 y = 1; y < roomsize.Y - 1; y++)
-               for (s16 x = 1; x < roomsize.X - 1; x++)
-               {
+               for (s16 x = 1; x < roomsize.X - 1; x++) {
                        v3s16 p = roomplace + v3s16(x, y, z);
-                       if (vm->m_area.contains(p) == false)
-                       {
+                       if (!vm->m_area.contains(p)) {
                                fits = false;
                                break;
                        }
-                       if (vm->m_flags[vm->m_area.index(p)]
-                                       & VMANIP_FLAG_DUNGEON_INSIDE)
-                       {
+                       if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
                                fits = false;
                                break;
                        }
                }
-               if(fits == false)
-               {
+               if (fits == false) {
                        // Find new place
                        continue;
                }
@@ -586,7 +608,10 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
 
                do {
                        trycount++;
-                       dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
+
+                       dir.Z = random.next() % 3 - 1;
+                       dir.Y = 0;
+                       dir.X = random.next() % 3 - 1;
                } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
 
                return dir;
@@ -602,15 +627,12 @@ v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
 v3s16 turn_xz(v3s16 olddir, int t)
 {
        v3s16 dir;
-       if (t == 0)
-       {
+       if (t == 0) {
                // Turn right
                dir.X = olddir.Z;
                dir.Z = -olddir.X;
                dir.Y = olddir.Y;
-       }
-       else
-       {
+       } else {
                // Turn left
                dir.X = -olddir.Z;
                dir.Z = olddir.X;
@@ -625,10 +647,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
        int turn = random.range(0, 2);
        v3s16 dir;
        if (turn == 0)
-       {
                // Go straight
                dir = olddir;
-       }
        else if (turn == 1)
                // Turn right
                dir = turn_xz(olddir, 0);
@@ -639,7 +659,8 @@ v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
 }
 
 
-int dir_to_facedir(v3s16 d) {
+int dir_to_facedir(v3s16 d)
+{
        if (abs(d.X) > abs(d.Z))
                return d.X < 0 ? 3 : 1;
        else