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[oweals/minetest.git] / src / dungeongen.cpp
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);
35 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1);
36 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4);
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         int approx_groundlevel = 10 + mg->water_level;
74
75         if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
76                 NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
77                 return;
78
79         this->blockseed = bseed;
80         random.seed(bseed + 2);
81
82         // Dungeon generator doesn't modify places which have this set
83         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
84
85         // Set all air and water to be untouchable to make dungeons open
86         // to caves and open air
87         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
88                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
89                         u32 i = vm->m_area.index(nmin.X, y, z);
90                         for (s16 x = nmin.X; x <= nmax.X; x++) {
91                                 content_t c = vm->m_data[i].getContent();
92                                 if (c == CONTENT_AIR || c == dp.c_water)
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                 if (mg->gennotify & (1 << dp.notifytype)) {
185                         std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
186                         nvec->push_back(room_center);
187                 }
188
189 #ifdef DGEN_USE_TORCHES
190                 // Place torch at room center (for testing)
191                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
192 #endif
193
194                 // Quit if last room
195                 if (i == room_count - 1)
196                         break;
197
198                 // Determine walker start position
199
200                 bool start_in_last_room = (random.range(0, 2) != 0);
201
202                 v3s16 walker_start_place;
203
204                 if (start_in_last_room) {
205                         walker_start_place = last_room_center;
206                 } else {
207                         walker_start_place = room_center;
208                         // Store center of current room as the last one
209                         last_room_center = room_center;
210                 }
211
212                 // Create walker and find a place for a door
213                 v3s16 doorplace;
214                 v3s16 doordir;
215                 
216                 m_pos = walker_start_place;
217                 if (!findPlaceForDoor(doorplace, doordir))
218                         return;
219
220                 if (random.range(0,1) == 0)
221                         // Make the door
222                         makeDoor(doorplace, doordir);
223                 else
224                         // Don't actually make a door
225                         doorplace -= doordir;
226
227                 // Make a random corridor starting from the door
228                 v3s16 corridor_end;
229                 v3s16 corridor_end_dir;
230                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
231
232                 // Find a place for a random sized room
233                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
234                 roomsize += dp.roomsize;
235
236                 m_pos = corridor_end;
237                 m_dir = corridor_end_dir;
238                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
239                         return;
240
241                 if (random.range(0,1) == 0)
242                         // Make the door
243                         makeDoor(doorplace, doordir);
244                 else
245                         // Don't actually make a door
246                         roomplace -= doordir;
247
248         }
249 }
250
251
252 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
253 {
254         MapNode n_cobble(dp.c_cobble);
255         MapNode n_air(CONTENT_AIR);
256         
257         // Make +-X walls
258         for (s16 z = 0; z < roomsize.Z; z++)
259         for (s16 y = 0; y < roomsize.Y; y++)
260         {
261                 {
262                         v3s16 p = roomplace + v3s16(0, y, z);
263                         if (vm->m_area.contains(p) == false)
264                                 continue;
265                         u32 vi = vm->m_area.index(p);
266                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
267                                 continue;
268                         vm->m_data[vi] = n_cobble;
269                 }
270                 {
271                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
272                         if (vm->m_area.contains(p) == false)
273                                 continue;
274                         u32 vi = vm->m_area.index(p);
275                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
276                                 continue;
277                         vm->m_data[vi] = n_cobble;
278                 }
279         }
280
281         // Make +-Z walls
282         for (s16 x = 0; x < roomsize.X; x++)
283         for (s16 y = 0; y < roomsize.Y; y++)
284         {
285                 {
286                         v3s16 p = roomplace + v3s16(x, y, 0);
287                         if (vm->m_area.contains(p) == false)
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_cobble;
293                 }
294                 {
295                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
296                         if (vm->m_area.contains(p) == false)
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_cobble;
302                 }
303         }
304
305         // Make +-Y walls (floor and ceiling)
306         for (s16 z = 0; z < roomsize.Z; z++)
307         for (s16 x = 0; x < roomsize.X; x++)
308         {
309                 {
310                         v3s16 p = roomplace + v3s16(x, 0, z);
311                         if (vm->m_area.contains(p) == false)
312                                 continue;
313                         u32 vi = vm->m_area.index(p);
314                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
315                                 continue;
316                         vm->m_data[vi] = n_cobble;
317                 }
318                 {
319                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
320                         if (vm->m_area.contains(p) == false)
321                                 continue;
322                         u32 vi = vm->m_area.index(p);
323                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
324                                 continue;
325                         vm->m_data[vi] = n_cobble;
326                 }
327         }
328
329         // Fill with air
330         for (s16 z = 1; z < roomsize.Z - 1; z++)
331         for (s16 y = 1; y < roomsize.Y - 1; y++)
332         for (s16 x = 1; x < roomsize.X - 1; x++)
333         {
334                 v3s16 p = roomplace + v3s16(x, y, z);
335                 if (vm->m_area.contains(p) == false)
336                         continue;
337                 u32 vi = vm->m_area.index(p);
338                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
339                 vm->m_data[vi]   = n_air;
340         }
341 }
342
343
344 void DungeonGen::makeFill(v3s16 place, v3s16 size,
345                 u8 avoid_flags, MapNode n, u8 or_flags)
346 {
347         for (s16 z = 0; z < size.Z; z++)
348         for (s16 y = 0; y < size.Y; y++)
349         for (s16 x = 0; x < size.X; x++)
350         {
351                 v3s16 p = place + v3s16(x, y, z);
352                 if (vm->m_area.contains(p) == false)
353                         continue;
354                 u32 vi = vm->m_area.index(p);
355                 if (vm->m_flags[vi] & avoid_flags)
356                         continue;
357                 vm->m_flags[vi] |= or_flags;
358                 vm->m_data[vi]   = n;
359         }
360 }
361
362
363 void DungeonGen::makeHole(v3s16 place)
364 {
365         makeFill(place, dp.holesize, 0,
366                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
367 }
368
369
370 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
371 {
372         makeHole(doorplace);
373
374 #ifdef DGEN_USE_TORCHES
375         // Place torch (for testing)
376         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
377 #endif
378 }
379
380
381 void DungeonGen::makeCorridor(v3s16 doorplace,
382                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
383 {
384         makeHole(doorplace);
385         v3s16 p0 = doorplace;
386         v3s16 dir = doordir;
387         u32 length;
388         /*if (random.next() % 2)
389                 length = random.range(1, 13);
390         else
391                 length = random.range(1, 6);*/
392         length = random.range(1, 13);
393         u32 partlength = random.range(1, 13);
394         u32 partcount = 0;
395         s16 make_stairs = 0;
396         
397         if (random.next() % 2 == 0 && partlength >= 3)
398                 make_stairs = random.next() % 2 ? 1 : -1;
399         
400         for (u32 i = 0; i < length; i++) {
401                 v3s16 p = p0 + dir;
402                 if (partcount != 0)
403                         p.Y += make_stairs;
404
405                 if (vm->m_area.contains(p) == true &&
406                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
407                         if (make_stairs) {
408                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
409                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
410                                 makeHole(p);
411                                 makeHole(p - dir);
412                                 
413                                 // TODO: fix stairs code so it works 100% (quite difficult)
414
415                                 // exclude stairs from the bottom step
416                                 // exclude stairs from diagonal steps
417                                 if (((dir.X ^ dir.Z) & 1) &&
418                                         (((make_stairs ==  1) && i != 0) ||
419                                         ((make_stairs == -1) && i != length - 1))) {
420                                         // rotate face 180 deg if making stairs backwards
421                                         int facedir = dir_to_facedir(dir * make_stairs);
422                                         
423                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
424                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
425                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
426                                         
427                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
428                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
429                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
430                                 }
431                         } else {
432                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
433                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
434                                 makeHole(p);
435                         }
436
437                         p0 = p;
438                 } else {
439                         // Can't go here, turn away
440                         dir = turn_xz(dir, random.range(0, 1));
441                         make_stairs = -make_stairs;
442                         partcount = 0;
443                         partlength = random.range(1, length);
444                         continue;
445                 }
446
447                 partcount++;
448                 if (partcount >= partlength) {
449                         partcount = 0;
450
451                         dir = random_turn(random, dir);
452
453                         partlength = random.range(1,length);
454
455                         make_stairs = 0;
456                         if (random.next() % 2 == 0 && partlength >= 3)
457                                 make_stairs = random.next() % 2 ? 1 : -1;
458                 }
459         }
460         result_place = p0;
461         result_dir = dir;
462 }
463
464
465 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
466 {
467         for (u32 i = 0; i < 100; i++)
468         {
469                 v3s16 p = m_pos + m_dir;
470                 v3s16 p1 = p + v3s16(0, 1, 0);
471                 if (vm->m_area.contains(p) == false
472                  || vm->m_area.contains(p1) == false
473                  || i % 4 == 0)
474                 {
475                         randomizeDir();
476                         continue;
477                 }
478                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
479                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
480                 {
481                         // Found wall, this is a good place!
482                         result_place = p;
483                         result_dir = m_dir;
484                         // Randomize next direction
485                         randomizeDir();
486                         return true;
487                 }
488                 /*
489                         Determine where to move next
490                 */
491                 // Jump one up if the actual space is there
492                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
493                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
494                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
495                         p += v3s16(0,1,0);
496                 // Jump one down if the actual space is there
497                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
498                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
499                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
500                         p += v3s16(0,-1,0);
501                 // Check if walking is now possible
502                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
503                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
504                 {
505                         // Cannot continue walking here
506                         randomizeDir();
507                         continue;
508                 }
509                 // Move there
510                 m_pos = p;
511         }
512         return false;
513 }
514
515
516 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
517                 v3s16 &result_doordir, v3s16 &result_roomplace)
518 {
519         for (s16 trycount = 0; trycount < 30; trycount++)
520         {
521                 v3s16 doorplace;
522                 v3s16 doordir;
523                 bool r = findPlaceForDoor(doorplace, doordir);
524                 if (r == false)
525                         continue;
526                 v3s16 roomplace;
527                 // X east, Z north, Y up
528 #if 1
529                 if (doordir == v3s16(1, 0, 0)) // X+
530                         roomplace = doorplace +
531                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
532                 if (doordir == v3s16(-1, 0, 0)) // X-
533                         roomplace = doorplace +
534                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
535                 if (doordir == v3s16(0, 0, 1)) // Z+
536                         roomplace = doorplace +
537                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
538                 if (doordir == v3s16(0, 0, -1)) // Z-
539                         roomplace = doorplace +
540                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
541 #endif
542 #if 0
543                 if (doordir == v3s16(1, 0, 0)) // X+
544                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
545                 if (doordir == v3s16(-1, 0, 0)) // X-
546                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
547                 if (doordir == v3s16(0, 0, 1)) // Z+
548                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
549                 if (doordir == v3s16(0, 0, -1)) // Z-
550                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
551 #endif
552
553                 // Check fit
554                 bool fits = true;
555                 for (s16 z = 1; z < roomsize.Z - 1; z++)
556                 for (s16 y = 1; y < roomsize.Y - 1; y++)
557                 for (s16 x = 1; x < roomsize.X - 1; x++)
558                 {
559                         v3s16 p = roomplace + v3s16(x, y, z);
560                         if (vm->m_area.contains(p) == false)
561                         {
562                                 fits = false;
563                                 break;
564                         }
565                         if (vm->m_flags[vm->m_area.index(p)]
566                                         & VMANIP_FLAG_DUNGEON_INSIDE)
567                         {
568                                 fits = false;
569                                 break;
570                         }
571                 }
572                 if(fits == false)
573                 {
574                         // Find new place
575                         continue;
576                 }
577                 result_doorplace = doorplace;
578                 result_doordir   = doordir;
579                 result_roomplace = roomplace;
580                 return true;
581         }
582         return false;
583 }
584
585
586 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
587 {
588         // Make diagonal directions somewhat rare
589         if (diagonal_dirs && (random.next() % 4 == 0)) {
590                 v3s16 dir;
591                 int trycount = 0;
592
593                 do {
594                         trycount++;
595                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
596                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
597
598                 return dir;
599         } else {
600                 if (random.next() % 2 == 0)
601                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
602                 else
603                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
604         }
605 }
606
607
608 v3s16 turn_xz(v3s16 olddir, int t)
609 {
610         v3s16 dir;
611         if (t == 0)
612         {
613                 // Turn right
614                 dir.X = olddir.Z;
615                 dir.Z = -olddir.X;
616                 dir.Y = olddir.Y;
617         }
618         else
619         {
620                 // Turn left
621                 dir.X = -olddir.Z;
622                 dir.Z = olddir.X;
623                 dir.Y = olddir.Y;
624         }
625         return dir;
626 }
627
628
629 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
630 {
631         int turn = random.range(0, 2);
632         v3s16 dir;
633         if (turn == 0)
634         {
635                 // Go straight
636                 dir = olddir;
637         }
638         else if (turn == 1)
639                 // Turn right
640                 dir = turn_xz(olddir, 0);
641         else
642                 // Turn left
643                 dir = turn_xz(olddir, 1);
644         return dir;
645 }
646
647
648 int dir_to_facedir(v3s16 d) {
649         if (abs(d.X) > abs(d.Z))
650                 return d.X < 0 ? 3 : 1;
651         else
652                 return d.Z < 0 ? 2 : 0;
653 }