Use std::queue for HTTPFetchRequest and std::vector for log_output instead of std...
[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, 2.0);
35 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
36 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);
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         if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
74                 return;
75
76         this->blockseed = bseed;
77         random.seed(bseed + 2);
78
79         // Dungeon generator doesn't modify places which have this set
80         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
81
82         // Set all air and water to be untouchable to make dungeons open
83         // to caves and open air
84         for (s16 z = nmin.Z; z <= nmax.Z; z++) {
85                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
86                         u32 i = vm->m_area.index(nmin.X, y, z);
87                         for (s16 x = nmin.X; x <= nmax.X; x++) {
88                                 content_t c = vm->m_data[i].getContent();
89                                 if (c == CONTENT_AIR || c == dp.c_water)
90                                         vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
91                                 i++;
92                         }
93                 }
94         }
95
96         // Add it
97         makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
98
99         // Convert some cobble to mossy cobble
100         if (dp.mossratio != 0.0) {
101                 for (s16 z = nmin.Z; z <= nmax.Z; z++)
102                 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
103                         u32 i = vm->m_area.index(nmin.X, y, z);
104                         for (s16 x = nmin.X; x <= nmax.X; x++) {
105                                 if (vm->m_data[i].getContent() == dp.c_cobble) {
106                                         float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
107                                         float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
108                                         if (density < wetness / dp.mossratio)
109                                                 vm->m_data[i].setContent(dp.c_moss);
110                                 }
111                                 i++;
112                         }
113                 }
114         }
115
116         //printf("== gen dungeons: %dms\n", t.stop());
117 }
118
119
120 void DungeonGen::makeDungeon(v3s16 start_padding)
121 {
122         v3s16 areasize = vm->m_area.getExtent();
123         v3s16 roomsize;
124         v3s16 roomplace;
125
126         /*
127                 Find place for first room
128         */
129         bool fits = false;
130         for (u32 i = 0; i < 100 && !fits; i++)
131         {
132                 bool is_large_room = ((random.next() & 3) == 1);
133                 roomsize = is_large_room ?
134                         v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
135                         v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
136                 roomsize += dp.roomsize;
137
138                 // start_padding is used to disallow starting the generation of
139                 // a dungeon in a neighboring generation chunk
140                 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
141                         random.range(0,areasize.X-roomsize.X-1-start_padding.X),
142                         random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
143                         random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
144
145                 /*
146                         Check that we're not putting the room to an unknown place,
147                         otherwise it might end up floating in the air
148                 */
149                 fits = true;
150                 for (s16 z = 1; z < roomsize.Z - 1; z++)
151                 for (s16 y = 1; y < roomsize.Y - 1; y++)
152                 for (s16 x = 1; x < roomsize.X - 1; x++)
153                 {
154                         v3s16 p = roomplace + v3s16(x, y, z);
155                         u32 vi = vm->m_area.index(p);
156                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
157                                 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
158                                 fits = false;
159                                 break;
160                         }
161                 }
162         }
163         // No place found
164         if (fits == false)
165                 return;
166
167         /*
168                 Stores the center position of the last room made, so that
169                 a new corridor can be started from the last room instead of
170                 the new room, if chosen so.
171         */
172         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
173
174         u32 room_count = random.range(2, 16);
175         for (u32 i = 0; i < room_count; i++)
176         {
177                 // Make a room to the determined place
178                 makeRoom(roomsize, roomplace);
179
180                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
181                 mg->gennotify.addEvent(dp.notifytype, room_center);
182
183 #ifdef DGEN_USE_TORCHES
184                 // Place torch at room center (for testing)
185                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
186 #endif
187
188                 // Quit if last room
189                 if (i == room_count - 1)
190                         break;
191
192                 // Determine walker start position
193
194                 bool start_in_last_room = (random.range(0, 2) != 0);
195
196                 v3s16 walker_start_place;
197
198                 if (start_in_last_room) {
199                         walker_start_place = last_room_center;
200                 } else {
201                         walker_start_place = room_center;
202                         // Store center of current room as the last one
203                         last_room_center = room_center;
204                 }
205
206                 // Create walker and find a place for a door
207                 v3s16 doorplace;
208                 v3s16 doordir;
209
210                 m_pos = walker_start_place;
211                 if (!findPlaceForDoor(doorplace, doordir))
212                         return;
213
214                 if (random.range(0,1) == 0)
215                         // Make the door
216                         makeDoor(doorplace, doordir);
217                 else
218                         // Don't actually make a door
219                         doorplace -= doordir;
220
221                 // Make a random corridor starting from the door
222                 v3s16 corridor_end;
223                 v3s16 corridor_end_dir;
224                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
225
226                 // Find a place for a random sized room
227                 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
228                 roomsize += dp.roomsize;
229
230                 m_pos = corridor_end;
231                 m_dir = corridor_end_dir;
232                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
233                         return;
234
235                 if (random.range(0,1) == 0)
236                         // Make the door
237                         makeDoor(doorplace, doordir);
238                 else
239                         // Don't actually make a door
240                         roomplace -= doordir;
241
242         }
243 }
244
245
246 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
247 {
248         MapNode n_cobble(dp.c_cobble);
249         MapNode n_air(CONTENT_AIR);
250
251         // Make +-X walls
252         for (s16 z = 0; z < roomsize.Z; z++)
253         for (s16 y = 0; y < roomsize.Y; y++)
254         {
255                 {
256                         v3s16 p = roomplace + v3s16(0, y, z);
257                         if (vm->m_area.contains(p) == false)
258                                 continue;
259                         u32 vi = vm->m_area.index(p);
260                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
261                                 continue;
262                         vm->m_data[vi] = n_cobble;
263                 }
264                 {
265                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
266                         if (vm->m_area.contains(p) == false)
267                                 continue;
268                         u32 vi = vm->m_area.index(p);
269                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
270                                 continue;
271                         vm->m_data[vi] = n_cobble;
272                 }
273         }
274
275         // Make +-Z walls
276         for (s16 x = 0; x < roomsize.X; x++)
277         for (s16 y = 0; y < roomsize.Y; y++)
278         {
279                 {
280                         v3s16 p = roomplace + v3s16(x, y, 0);
281                         if (vm->m_area.contains(p) == false)
282                                 continue;
283                         u32 vi = vm->m_area.index(p);
284                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
285                                 continue;
286                         vm->m_data[vi] = n_cobble;
287                 }
288                 {
289                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
290                         if (vm->m_area.contains(p) == false)
291                                 continue;
292                         u32 vi = vm->m_area.index(p);
293                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
294                                 continue;
295                         vm->m_data[vi] = n_cobble;
296                 }
297         }
298
299         // Make +-Y walls (floor and ceiling)
300         for (s16 z = 0; z < roomsize.Z; z++)
301         for (s16 x = 0; x < roomsize.X; x++)
302         {
303                 {
304                         v3s16 p = roomplace + v3s16(x, 0, z);
305                         if (vm->m_area.contains(p) == false)
306                                 continue;
307                         u32 vi = vm->m_area.index(p);
308                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
309                                 continue;
310                         vm->m_data[vi] = n_cobble;
311                 }
312                 {
313                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
314                         if (vm->m_area.contains(p) == false)
315                                 continue;
316                         u32 vi = vm->m_area.index(p);
317                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
318                                 continue;
319                         vm->m_data[vi] = n_cobble;
320                 }
321         }
322
323         // Fill with air
324         for (s16 z = 1; z < roomsize.Z - 1; z++)
325         for (s16 y = 1; y < roomsize.Y - 1; y++)
326         for (s16 x = 1; x < roomsize.X - 1; x++)
327         {
328                 v3s16 p = roomplace + v3s16(x, y, z);
329                 if (vm->m_area.contains(p) == false)
330                         continue;
331                 u32 vi = vm->m_area.index(p);
332                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
333                 vm->m_data[vi]   = n_air;
334         }
335 }
336
337
338 void DungeonGen::makeFill(v3s16 place, v3s16 size,
339                 u8 avoid_flags, MapNode n, u8 or_flags)
340 {
341         for (s16 z = 0; z < size.Z; z++)
342         for (s16 y = 0; y < size.Y; y++)
343         for (s16 x = 0; x < size.X; x++)
344         {
345                 v3s16 p = place + v3s16(x, y, z);
346                 if (vm->m_area.contains(p) == false)
347                         continue;
348                 u32 vi = vm->m_area.index(p);
349                 if (vm->m_flags[vi] & avoid_flags)
350                         continue;
351                 vm->m_flags[vi] |= or_flags;
352                 vm->m_data[vi]   = n;
353         }
354 }
355
356
357 void DungeonGen::makeHole(v3s16 place)
358 {
359         makeFill(place, dp.holesize, 0,
360                 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
361 }
362
363
364 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
365 {
366         makeHole(doorplace);
367
368 #ifdef DGEN_USE_TORCHES
369         // Place torch (for testing)
370         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
371 #endif
372 }
373
374
375 void DungeonGen::makeCorridor(v3s16 doorplace,
376                 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
377 {
378         makeHole(doorplace);
379         v3s16 p0 = doorplace;
380         v3s16 dir = doordir;
381         u32 length;
382         /*if (random.next() % 2)
383                 length = random.range(1, 13);
384         else
385                 length = random.range(1, 6);*/
386         length = random.range(1, 13);
387         u32 partlength = random.range(1, 13);
388         u32 partcount = 0;
389         s16 make_stairs = 0;
390
391         if (random.next() % 2 == 0 && partlength >= 3)
392                 make_stairs = random.next() % 2 ? 1 : -1;
393
394         for (u32 i = 0; i < length; i++) {
395                 v3s16 p = p0 + dir;
396                 if (partcount != 0)
397                         p.Y += make_stairs;
398
399                 if (vm->m_area.contains(p) == true &&
400                         vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
401                         if (make_stairs) {
402                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
403                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
404                                 makeHole(p);
405                                 makeHole(p - dir);
406
407                                 // TODO: fix stairs code so it works 100% (quite difficult)
408
409                                 // exclude stairs from the bottom step
410                                 // exclude stairs from diagonal steps
411                                 if (((dir.X ^ dir.Z) & 1) &&
412                                         (((make_stairs ==  1) && i != 0) ||
413                                         ((make_stairs == -1) && i != length - 1))) {
414                                         // rotate face 180 deg if making stairs backwards
415                                         int facedir = dir_to_facedir(dir * make_stairs);
416
417                                         u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
418                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
419                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
420
421                                         vi = vm->m_area.index(p.X, p.Y, p.Z);
422                                         if (vm->m_data[vi].getContent() == dp.c_cobble)
423                                                 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
424                                 }
425                         } else {
426                                 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
427                                                 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
428                                 makeHole(p);
429                         }
430
431                         p0 = p;
432                 } else {
433                         // Can't go here, turn away
434                         dir = turn_xz(dir, random.range(0, 1));
435                         make_stairs = -make_stairs;
436                         partcount = 0;
437                         partlength = random.range(1, length);
438                         continue;
439                 }
440
441                 partcount++;
442                 if (partcount >= partlength) {
443                         partcount = 0;
444
445                         dir = random_turn(random, dir);
446
447                         partlength = random.range(1,length);
448
449                         make_stairs = 0;
450                         if (random.next() % 2 == 0 && partlength >= 3)
451                                 make_stairs = random.next() % 2 ? 1 : -1;
452                 }
453         }
454         result_place = p0;
455         result_dir = dir;
456 }
457
458
459 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
460 {
461         for (u32 i = 0; i < 100; i++)
462         {
463                 v3s16 p = m_pos + m_dir;
464                 v3s16 p1 = p + v3s16(0, 1, 0);
465                 if (vm->m_area.contains(p) == false
466                  || vm->m_area.contains(p1) == false
467                  || i % 4 == 0)
468                 {
469                         randomizeDir();
470                         continue;
471                 }
472                 if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
473                  && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
474                 {
475                         // Found wall, this is a good place!
476                         result_place = p;
477                         result_dir = m_dir;
478                         // Randomize next direction
479                         randomizeDir();
480                         return true;
481                 }
482                 /*
483                         Determine where to move next
484                 */
485                 // Jump one up if the actual space is there
486                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
487                  && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
488                  && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
489                         p += v3s16(0,1,0);
490                 // Jump one down if the actual space is there
491                 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
492                  && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
493                  && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
494                         p += v3s16(0,-1,0);
495                 // Check if walking is now possible
496                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
497                  || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
498                 {
499                         // Cannot continue walking here
500                         randomizeDir();
501                         continue;
502                 }
503                 // Move there
504                 m_pos = p;
505         }
506         return false;
507 }
508
509
510 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
511                 v3s16 &result_doordir, v3s16 &result_roomplace)
512 {
513         for (s16 trycount = 0; trycount < 30; trycount++)
514         {
515                 v3s16 doorplace;
516                 v3s16 doordir;
517                 bool r = findPlaceForDoor(doorplace, doordir);
518                 if (r == false)
519                         continue;
520                 v3s16 roomplace;
521                 // X east, Z north, Y up
522 #if 1
523                 if (doordir == v3s16(1, 0, 0)) // X+
524                         roomplace = doorplace +
525                                         v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
526                 if (doordir == v3s16(-1, 0, 0)) // X-
527                         roomplace = doorplace +
528                                         v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
529                 if (doordir == v3s16(0, 0, 1)) // Z+
530                         roomplace = doorplace +
531                                         v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
532                 if (doordir == v3s16(0, 0, -1)) // Z-
533                         roomplace = doorplace +
534                                         v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
535 #endif
536 #if 0
537                 if (doordir == v3s16(1, 0, 0)) // X+
538                         roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
539                 if (doordir == v3s16(-1, 0, 0)) // X-
540                         roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
541                 if (doordir == v3s16(0, 0, 1)) // Z+
542                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
543                 if (doordir == v3s16(0, 0, -1)) // Z-
544                         roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
545 #endif
546
547                 // Check fit
548                 bool fits = true;
549                 for (s16 z = 1; z < roomsize.Z - 1; z++)
550                 for (s16 y = 1; y < roomsize.Y - 1; y++)
551                 for (s16 x = 1; x < roomsize.X - 1; x++)
552                 {
553                         v3s16 p = roomplace + v3s16(x, y, z);
554                         if (vm->m_area.contains(p) == false)
555                         {
556                                 fits = false;
557                                 break;
558                         }
559                         if (vm->m_flags[vm->m_area.index(p)]
560                                         & VMANIP_FLAG_DUNGEON_INSIDE)
561                         {
562                                 fits = false;
563                                 break;
564                         }
565                 }
566                 if(fits == false)
567                 {
568                         // Find new place
569                         continue;
570                 }
571                 result_doorplace = doorplace;
572                 result_doordir   = doordir;
573                 result_roomplace = roomplace;
574                 return true;
575         }
576         return false;
577 }
578
579
580 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
581 {
582         // Make diagonal directions somewhat rare
583         if (diagonal_dirs && (random.next() % 4 == 0)) {
584                 v3s16 dir;
585                 int trycount = 0;
586
587                 do {
588                         trycount++;
589                         dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
590                 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
591
592                 return dir;
593         } else {
594                 if (random.next() % 2 == 0)
595                         return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
596                 else
597                         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
598         }
599 }
600
601
602 v3s16 turn_xz(v3s16 olddir, int t)
603 {
604         v3s16 dir;
605         if (t == 0)
606         {
607                 // Turn right
608                 dir.X = olddir.Z;
609                 dir.Z = -olddir.X;
610                 dir.Y = olddir.Y;
611         }
612         else
613         {
614                 // Turn left
615                 dir.X = -olddir.Z;
616                 dir.Z = olddir.X;
617                 dir.Y = olddir.Y;
618         }
619         return dir;
620 }
621
622
623 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
624 {
625         int turn = random.range(0, 2);
626         v3s16 dir;
627         if (turn == 0)
628         {
629                 // Go straight
630                 dir = olddir;
631         }
632         else if (turn == 1)
633                 // Turn right
634                 dir = turn_xz(olddir, 0);
635         else
636                 // Turn left
637                 dir = turn_xz(olddir, 1);
638         return dir;
639 }
640
641
642 int dir_to_facedir(v3s16 d) {
643         if (abs(d.X) > abs(d.Z))
644                 return d.X < 0 ? 3 : 1;
645         else
646                 return d.Z < 0 ? 2 : 0;
647 }