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