7825e9e2ce53013639bdc44400b9e36e0a2d738f
[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"
30
31 //#define DGEN_USE_TORCHES
32
33 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
34 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
35
36
37 ///////////////////////////////////////////////////////////////////////////////
38
39
40 DungeonGen::DungeonGen(INodeDefManager *ndef,
41         GenerateNotifier *gennotify, DungeonParams *dparams)
42 {
43         assert(ndef);
44
45         this->ndef      = ndef;
46         this->gennotify = gennotify;
47
48 #ifdef DGEN_USE_TORCHES
49         c_torch  = ndef->getId("default:torch");
50 #endif
51
52         if (dparams) {
53                 memcpy(&dp, dparams, sizeof(dp));
54         } else {
55                 dp.seed = 0;
56
57                 dp.c_water       = ndef->getId("mapgen_water_source");
58                 dp.c_river_water = ndef->getId("mapgen_river_water_source");
59                 dp.c_wall        = ndef->getId("mapgen_cobble");
60                 dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
61                 dp.c_stair       = ndef->getId("mapgen_stair_cobble");
62
63                 if (dp.c_river_water == CONTENT_IGNORE)
64                         dp.c_river_water = ndef->getId("mapgen_water_source");
65
66                 dp.diagonal_dirs = false;
67                 dp.holesize      = v3s16(1, 2, 1);
68                 dp.roomsize      = v3s16(0, 0, 0);
69                 dp.rooms_min     = 2;
70                 dp.rooms_max     = 16;
71                 dp.y_min         = -MAX_MAP_GENERATION_LIMIT;
72                 dp.y_max         = MAX_MAP_GENERATION_LIMIT;
73                 dp.notifytype    = GENNOTIFY_DUNGEON;
74
75                 dp.np_density  = nparams_dungeon_density;
76                 dp.np_alt_wall = nparams_dungeon_alt_wall;
77         }
78 }
79
80
81 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
82 {
83         assert(vm);
84
85         //TimeTaker t("gen dungeons");
86         if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
87                 return;
88
89         float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
90         if (nval_density < 1.0f)
91                 return;
92
93         this->vm = vm;
94         this->blockseed = bseed;
95         random.seed(bseed + 2);
96
97         // Dungeon generator doesn't modify places which have this set
98         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
99
100         // Set all air and water to be untouchable
101         // to make dungeons open to caves and open air
102         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
103                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
104                         u32 i = vm->m_area.index(nmin.X, y, z);
105                         for (s16 x = nmin.X; x <= nmax.X; x++) {
106                                 content_t c = vm->m_data[i].getContent();
107                                 if (c == CONTENT_AIR || c == dp.c_water || c == dp.c_river_water)
108                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
109                                 i++;
110                         }
111                 }
112         }
113
114         // Add them
115         for (u32 i = 0; i < floor(nval_density); i++)
116                 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
117
118         // Optionally convert some structure to alternative structure
119         if (dp.c_alt_wall == CONTENT_IGNORE)
120                 return;
121
122         for (s16 z = nmin.Z; z <= nmax.Z; z++)
123         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
124                 u32 i = vm->m_area.index(nmin.X, y, z);
125                 for (s16 x = nmin.X; x <= nmax.X; x++) {
126                         if (vm->m_data[i].getContent() == dp.c_wall) {
127                                 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
128                                         vm->m_data[i].setContent(dp.c_alt_wall);
129                         }
130                         i++;
131                 }
132         }
133
134         //printf("== gen dungeons: %dms\n", t.stop());
135 }
136
137
138 void DungeonGen::makeDungeon(v3s16 start_padding)
139 {
140         v3s16 areasize = vm->m_area.getExtent();
141         v3s16 roomsize;
142         v3s16 roomplace;
143
144         /*
145                 Find place for first room
146         */
147         bool fits = false;
148         for (u32 i = 0; i < 100 && !fits; i++) {
149                 bool is_large_room = ((random.next() & 3) == 1);
150                 if (is_large_room) {
151                         roomsize.Z = random.range(8, 16);
152                         roomsize.Y = random.range(8, 16);
153                         roomsize.X = random.range(8, 16);
154                 } else {
155                         roomsize.Z = random.range(4, 8);
156                         roomsize.Y = random.range(4, 6);
157                         roomsize.X = random.range(4, 8);
158                 }
159                 roomsize += dp.roomsize;
160
161                 // start_padding is used to disallow starting the generation of
162                 // a dungeon in a neighboring generation chunk
163                 roomplace = vm->m_area.MinEdge + start_padding;
164                 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
165                 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
166                 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
167
168                 /*
169                         Check that we're not putting the room to an unknown place,
170                         otherwise it might end up floating in the air
171                 */
172                 fits = true;
173                 for (s16 z = 0; z < roomsize.Z; z++)
174                 for (s16 y = 0; y < roomsize.Y; y++)
175                 for (s16 x = 0; x < roomsize.X; x++) {
176                         v3s16 p = roomplace + v3s16(x, y, z);
177                         u32 vi = vm->m_area.index(p);
178                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
179                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
180                                 fits = false;
181                                 break;
182                         }
183                 }
184         }
185         // No place found
186         if (fits == false)
187                 return;
188
189         /*
190                 Stores the center position of the last room made, so that
191                 a new corridor can be started from the last room instead of
192                 the new room, if chosen so.
193         */
194         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
195
196         u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
197         for (u32 i = 0; i < room_count; i++) {
198                 // Make a room to the determined place
199                 makeRoom(roomsize, roomplace);
200
201                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
202                 if (gennotify)
203                         gennotify->addEvent(dp.notifytype, room_center);
204
205 #ifdef DGEN_USE_TORCHES
206                 // Place torch at room center (for testing)
207                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
208 #endif
209
210                 // Quit if last room
211                 if (i == room_count - 1)
212                         break;
213
214                 // Determine walker start position
215
216                 bool start_in_last_room = (random.range(0, 2) != 0);
217
218                 v3s16 walker_start_place;
219
220                 if (start_in_last_room) {
221                         walker_start_place = last_room_center;
222                 } else {
223                         walker_start_place = room_center;
224                         // Store center of current room as the last one
225                         last_room_center = room_center;
226                 }
227
228                 // Create walker and find a place for a door
229                 v3s16 doorplace;
230                 v3s16 doordir;
231
232                 m_pos = walker_start_place;
233                 if (!findPlaceForDoor(doorplace, doordir))
234                         return;
235
236                 if (random.range(0, 1) == 0)
237                         // Make the door
238                         makeDoor(doorplace, doordir);
239                 else
240                         // Don't actually make a door
241                         doorplace -= doordir;
242
243                 // Make a random corridor starting from the door
244                 v3s16 corridor_end;
245                 v3s16 corridor_end_dir;
246                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
247
248                 // Find a place for a random sized room
249                 roomsize.Z = random.range(4, 8);
250                 roomsize.Y = random.range(4, 6);
251                 roomsize.X = random.range(4, 8);
252                 roomsize += dp.roomsize;
253
254                 m_pos = corridor_end;
255                 m_dir = corridor_end_dir;
256                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
257                         return;
258
259                 if (random.range(0, 1) == 0)
260                         // Make the door
261                         makeDoor(doorplace, doordir);
262                 else
263                         // Don't actually make a door
264                         roomplace -= doordir;
265
266         }
267 }
268
269
270 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
271 {
272         MapNode n_wall(dp.c_wall);
273         MapNode n_air(CONTENT_AIR);
274
275         // Make +-X walls
276         for (s16 z = 0; z < roomsize.Z; z++)
277         for (s16 y = 0; y < roomsize.Y; y++) {
278                 {
279                         v3s16 p = roomplace + v3s16(0, y, z);
280                         if (!vm->m_area.contains(p))
281                                 continue;
282                         u32 vi = vm->m_area.index(p);
283                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
284                                 continue;
285                         vm->m_data[vi] = n_wall;
286                 }
287                 {
288                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
289                         if (!vm->m_area.contains(p))
290                                 continue;
291                         u32 vi = vm->m_area.index(p);
292                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
293                                 continue;
294                         vm->m_data[vi] = n_wall;
295                 }
296         }
297
298         // Make +-Z walls
299         for (s16 x = 0; x < roomsize.X; x++)
300         for (s16 y = 0; y < roomsize.Y; y++) {
301                 {
302                         v3s16 p = roomplace + v3s16(x, y, 0);
303                         if (!vm->m_area.contains(p))
304                                 continue;
305                         u32 vi = vm->m_area.index(p);
306                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
307                                 continue;
308                         vm->m_data[vi] = n_wall;
309                 }
310                 {
311                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
312                         if (!vm->m_area.contains(p))
313                                 continue;
314                         u32 vi = vm->m_area.index(p);
315                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
316                                 continue;
317                         vm->m_data[vi] = n_wall;
318                 }
319         }
320
321         // Make +-Y walls (floor and ceiling)
322         for (s16 z = 0; z < roomsize.Z; z++)
323         for (s16 x = 0; x < roomsize.X; x++) {
324                 {
325                         v3s16 p = roomplace + v3s16(x, 0, z);
326                         if (!vm->m_area.contains(p))
327                                 continue;
328                         u32 vi = vm->m_area.index(p);
329                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
330                                 continue;
331                         vm->m_data[vi] = n_wall;
332                 }
333                 {
334                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
335                         if (!vm->m_area.contains(p))
336                                 continue;
337                         u32 vi = vm->m_area.index(p);
338                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
339                                 continue;
340                         vm->m_data[vi] = n_wall;
341                 }
342         }
343
344         // Fill with air
345         for (s16 z = 1; z < roomsize.Z - 1; z++)
346         for (s16 y = 1; y < roomsize.Y - 1; y++)
347         for (s16 x = 1; x < roomsize.X - 1; x++) {
348                 v3s16 p = roomplace + v3s16(x, y, z);
349                 if (!vm->m_area.contains(p))
350                         continue;
351                 u32 vi = vm->m_area.index(p);
352                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
353                 vm->m_data[vi] = n_air;
354         }
355 }
356
357
358 void DungeonGen::makeFill(v3s16 place, v3s16 size,
359         u8 avoid_flags, MapNode n, u8 or_flags)
360 {
361         for (s16 z = 0; z < size.Z; z++)
362         for (s16 y = 0; y < size.Y; y++)
363         for (s16 x = 0; x < size.X; x++) {
364                 v3s16 p = place + v3s16(x, y, z);
365                 if (!vm->m_area.contains(p))
366                         continue;
367                 u32 vi = vm->m_area.index(p);
368                 if (vm->m_flags[vi] & avoid_flags)
369                         continue;
370                 vm->m_flags[vi] |= or_flags;
371                 vm->m_data[vi] = n;
372         }
373 }
374
375
376 void DungeonGen::makeHole(v3s16 place)
377 {
378         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
379                 VMANIP_FLAG_DUNGEON_INSIDE);
380 }
381
382
383 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
384 {
385         makeHole(doorplace);
386
387 #ifdef DGEN_USE_TORCHES
388         // Place torch (for testing)
389         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
390 #endif
391 }
392
393
394 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
395         v3s16 &result_place, v3s16 &result_dir)
396 {
397         makeHole(doorplace);
398         v3s16 p0 = doorplace;
399         v3s16 dir = doordir;
400         u32 length;
401         /*if (random.next() % 2)
402                 length = random.range(1, 13);
403         else
404                 length = random.range(1, 6);*/
405         length = random.range(1, 13);
406         u32 partlength = random.range(1, 13);
407         u32 partcount = 0;
408         s16 make_stairs = 0;
409
410         if (random.next() % 2 == 0 && partlength >= 3)
411                 make_stairs = random.next() % 2 ? 1 : -1;
412
413         for (u32 i = 0; i < length; i++) {
414                 v3s16 p = p0 + dir;
415                 if (partcount != 0)
416                         p.Y += make_stairs;
417
418                 // Check segment of minimum size corridor is in voxelmanip
419                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
420                         if (make_stairs) {
421                                 makeFill(p + v3s16(-1, -1, -1),
422                                         dp.holesize + v3s16(2, 3, 2),
423                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
424                                         MapNode(dp.c_wall),
425                                         0);
426                                 makeHole(p);
427                                 makeHole(p - dir);
428
429                                 // TODO: fix stairs code so it works 100%
430                                 // (quite difficult)
431
432                                 // exclude stairs from the bottom step
433                                 // exclude stairs from diagonal steps
434                                 if (((dir.X ^ dir.Z) & 1) &&
435                                                 (((make_stairs ==  1) && i != 0) ||
436                                                 ((make_stairs == -1) && i != length - 1))) {
437                                         // rotate face 180 deg if
438                                         // making stairs backwards
439                                         int facedir = dir_to_facedir(dir * make_stairs);
440                                         v3s16 ps = p;
441                                         u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
442                                         // Stair width direction vector
443                                         v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
444
445                                         for (u16 st = 0; st < stair_width; st++) {
446                                                 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
447                                                 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
448                                                                 vm->m_data[vi].getContent() == dp.c_wall)
449                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
450
451                                                 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
452                                                 if (vm->m_area.contains(ps) &&
453                                                                 vm->m_data[vi].getContent() == dp.c_wall)
454                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
455
456                                                 ps += swv;
457                                         }
458                                 }
459                         } else {
460                                 makeFill(p + v3s16(-1, -1, -1),
461                                         dp.holesize + v3s16(2, 2, 2),
462                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
463                                         MapNode(dp.c_wall),
464                                         0);
465                                 makeHole(p);
466                         }
467
468                         p0 = p;
469                 } else {
470                         // Can't go here, turn away
471                         dir = turn_xz(dir, random.range(0, 1));
472                         make_stairs = -make_stairs;
473                         partcount = 0;
474                         partlength = random.range(1, length);
475                         continue;
476                 }
477
478                 partcount++;
479                 if (partcount >= partlength) {
480                         partcount = 0;
481
482                         dir = random_turn(random, dir);
483
484                         partlength = random.range(1, length);
485
486                         make_stairs = 0;
487                         if (random.next() % 2 == 0 && partlength >= 3)
488                                 make_stairs = random.next() % 2 ? 1 : -1;
489                 }
490         }
491         result_place = p0;
492         result_dir = dir;
493 }
494
495
496 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
497 {
498         for (u32 i = 0; i < 100; i++) {
499                 v3s16 p = m_pos + m_dir;
500                 v3s16 p1 = p + v3s16(0, 1, 0);
501                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
502                         randomizeDir();
503                         continue;
504                 }
505                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
506                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
507                         // Found wall, this is a good place!
508                         result_place = p;
509                         result_dir = m_dir;
510                         // Randomize next direction
511                         randomizeDir();
512                         return true;
513                 }
514                 /*
515                         Determine where to move next
516                 */
517                 // Jump one up if the actual space is there
518                 if (vm->getNodeNoExNoEmerge(p +
519                                 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
520                                 vm->getNodeNoExNoEmerge(p +
521                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
522                                 vm->getNodeNoExNoEmerge(p +
523                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
524                         p += v3s16(0,1,0);
525                 // Jump one down if the actual space is there
526                 if (vm->getNodeNoExNoEmerge(p +
527                                 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
528                                 vm->getNodeNoExNoEmerge(p +
529                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
530                                 vm->getNodeNoExNoEmerge(p +
531                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
532                         p += v3s16(0, -1, 0);
533                 // Check if walking is now possible
534                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
535                                 vm->getNodeNoExNoEmerge(p +
536                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
537                         // Cannot continue walking here
538                         randomizeDir();
539                         continue;
540                 }
541                 // Move there
542                 m_pos = p;
543         }
544         return false;
545 }
546
547
548 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
549         v3s16 &result_doordir, v3s16 &result_roomplace)
550 {
551         for (s16 trycount = 0; trycount < 30; trycount++) {
552                 v3s16 doorplace;
553                 v3s16 doordir;
554                 bool r = findPlaceForDoor(doorplace, doordir);
555                 if (r == false)
556                         continue;
557                 v3s16 roomplace;
558                 // X east, Z north, Y up
559 #if 1
560                 if (doordir == v3s16(1, 0, 0)) // X+
561                         roomplace = doorplace +
562                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
563                 if (doordir == v3s16(-1, 0, 0)) // X-
564                         roomplace = doorplace +
565                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
566                 if (doordir == v3s16(0, 0, 1)) // Z+
567                         roomplace = doorplace +
568                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
569                 if (doordir == v3s16(0, 0, -1)) // Z-
570                         roomplace = doorplace +
571                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
572 #endif
573 #if 0
574                 if (doordir == v3s16(1, 0, 0)) // X+
575                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
576                 if (doordir == v3s16(-1, 0, 0)) // X-
577                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
578                 if (doordir == v3s16(0, 0, 1)) // Z+
579                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
580                 if (doordir == v3s16(0, 0, -1)) // Z-
581                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
582 #endif
583
584                 // Check fit
585                 bool fits = true;
586                 for (s16 z = 1; z < roomsize.Z - 1; z++)
587                 for (s16 y = 1; y < roomsize.Y - 1; y++)
588                 for (s16 x = 1; x < roomsize.X - 1; x++) {
589                         v3s16 p = roomplace + v3s16(x, y, z);
590                         if (!vm->m_area.contains(p)) {
591                                 fits = false;
592                                 break;
593                         }
594                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
595                                 fits = false;
596                                 break;
597                         }
598                 }
599                 if (fits == false) {
600                         // Find new place
601                         continue;
602                 }
603                 result_doorplace = doorplace;
604                 result_doordir   = doordir;
605                 result_roomplace = roomplace;
606                 return true;
607         }
608         return false;
609 }
610
611
612 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
613 {
614         // Make diagonal directions somewhat rare
615         if (diagonal_dirs && (random.next() % 4 == 0)) {
616                 v3s16 dir;
617                 int trycount = 0;
618
619                 do {
620                         trycount++;
621
622                         dir.Z = random.next() % 3 - 1;
623                         dir.Y = 0;
624                         dir.X = random.next() % 3 - 1;
625                 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
626
627                 return dir;
628         } else {
629                 if (random.next() % 2 == 0)
630                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
631                 else
632                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
633         }
634 }
635
636
637 v3s16 turn_xz(v3s16 olddir, int t)
638 {
639         v3s16 dir;
640         if (t == 0) {
641                 // Turn right
642                 dir.X = olddir.Z;
643                 dir.Z = -olddir.X;
644                 dir.Y = olddir.Y;
645         } else {
646                 // Turn left
647                 dir.X = -olddir.Z;
648                 dir.Z = olddir.X;
649                 dir.Y = olddir.Y;
650         }
651         return dir;
652 }
653
654
655 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
656 {
657         int turn = random.range(0, 2);
658         v3s16 dir;
659         if (turn == 0)
660                 // Go straight
661                 dir = olddir;
662         else if (turn == 1)
663                 // Turn right
664                 dir = turn_xz(olddir, 0);
665         else
666                 // Turn left
667                 dir = turn_xz(olddir, 1);
668         return dir;
669 }
670
671
672 int dir_to_facedir(v3s16 d)
673 {
674         if (abs(d.X) > abs(d.Z))
675                 return d.X < 0 ? 3 : 1;
676         else
677                 return d.Z < 0 ? 2 : 0;
678 }