Move files to subdirectories (#6599)
[oweals/minetest.git] / src / mapgen / 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 "settings.h"
29
30 //#define DGEN_USE_TORCHES
31
32 NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
33 NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);
34
35
36 ///////////////////////////////////////////////////////////////////////////////
37
38
39 DungeonGen::DungeonGen(INodeDefManager *ndef,
40         GenerateNotifier *gennotify, DungeonParams *dparams)
41 {
42         assert(ndef);
43
44         this->ndef      = ndef;
45         this->gennotify = gennotify;
46
47 #ifdef DGEN_USE_TORCHES
48         c_torch  = ndef->getId("default:torch");
49 #endif
50
51         if (dparams) {
52                 memcpy(&dp, dparams, sizeof(dp));
53         } else {
54                 // Default dungeon parameters
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.only_in_ground      = true;
68                 dp.holesize            = v3s16(1, 2, 1);
69                 dp.corridor_len_min    = 1;
70                 dp.corridor_len_max    = 13;
71                 dp.room_size_min       = v3s16(4, 4, 4);
72                 dp.room_size_max       = v3s16(8, 6, 8);
73                 dp.room_size_large_min = v3s16(8, 8, 8);
74                 dp.room_size_large_max = v3s16(16, 16, 16);
75                 dp.rooms_min           = 2;
76                 dp.rooms_max           = 16;
77                 dp.y_min               = -MAX_MAP_GENERATION_LIMIT;
78                 dp.y_max               = MAX_MAP_GENERATION_LIMIT;
79                 dp.notifytype          = GENNOTIFY_DUNGEON;
80
81                 dp.np_density  = nparams_dungeon_density;
82                 dp.np_alt_wall = nparams_dungeon_alt_wall;
83         }
84 }
85
86
87 void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
88 {
89         assert(vm);
90
91         //TimeTaker t("gen dungeons");
92         if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
93                 return;
94
95         float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
96         if (nval_density < 1.0f)
97                 return;
98
99         static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");
100
101         this->vm = vm;
102         this->blockseed = bseed;
103         random.seed(bseed + 2);
104
105         // Dungeon generator doesn't modify places which have this set
106         vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
107
108         if (dp.only_in_ground) {
109                 // Set all air and water to be untouchable to make dungeons open to
110                 // caves and open air. Optionally set ignore to be untouchable to
111                 // prevent protruding dungeons.
112                 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
113                         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
114                                 u32 i = vm->m_area.index(nmin.X, y, z);
115                                 for (s16 x = nmin.X; x <= nmax.X; x++) {
116                                         content_t c = vm->m_data[i].getContent();
117                                         if (c == CONTENT_AIR || c == dp.c_water ||
118                                                         (preserve_ignore && c == CONTENT_IGNORE) ||
119                                                         c == dp.c_river_water)
120                                                 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
121                                         i++;
122                                 }
123                         }
124                 }
125         }
126
127         // Add them
128         for (u32 i = 0; i < floor(nval_density); i++)
129                 makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);
130
131         // Optionally convert some structure to alternative structure
132         if (dp.c_alt_wall == CONTENT_IGNORE)
133                 return;
134
135         for (s16 z = nmin.Z; z <= nmax.Z; z++)
136         for (s16 y = nmin.Y; y <= nmax.Y; y++) {
137                 u32 i = vm->m_area.index(nmin.X, y, z);
138                 for (s16 x = nmin.X; x <= nmax.X; x++) {
139                         if (vm->m_data[i].getContent() == dp.c_wall) {
140                                 if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
141                                         vm->m_data[i].setContent(dp.c_alt_wall);
142                         }
143                         i++;
144                 }
145         }
146
147         //printf("== gen dungeons: %dms\n", t.stop());
148 }
149
150
151 void DungeonGen::makeDungeon(v3s16 start_padding)
152 {
153         const v3s16 &areasize = vm->m_area.getExtent();
154         v3s16 roomsize;
155         v3s16 roomplace;
156
157         /*
158                 Find place for first room.
159                 There is a 1 in 4 chance of the first room being 'large',
160                 all other rooms are not 'large'.
161         */
162         bool fits = false;
163         for (u32 i = 0; i < 100 && !fits; i++) {
164                 bool is_large_room = ((random.next() & 3) == 1);
165                 if (is_large_room) {
166                         roomsize.Z = random.range(
167                                 dp.room_size_large_min.Z, dp.room_size_large_max.Z);
168                         roomsize.Y = random.range(
169                                 dp.room_size_large_min.Y, dp.room_size_large_max.Y);
170                         roomsize.X = random.range(
171                                 dp.room_size_large_min.X, dp.room_size_large_max.X);
172                 } else {
173                         roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
174                         roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
175                         roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
176                 }
177
178                 // start_padding is used to disallow starting the generation of
179                 // a dungeon in a neighboring generation chunk
180                 roomplace = vm->m_area.MinEdge + start_padding;
181                 roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
182                 roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
183                 roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);
184
185                 /*
186                         Check that we're not putting the room to an unknown place,
187                         otherwise it might end up floating in the air
188                 */
189                 fits = true;
190                 for (s16 z = 0; z < roomsize.Z; z++)
191                 for (s16 y = 0; y < roomsize.Y; y++)
192                 for (s16 x = 0; x < roomsize.X; x++) {
193                         v3s16 p = roomplace + v3s16(x, y, z);
194                         u32 vi = vm->m_area.index(p);
195                         if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
196                                         vm->m_data[vi].getContent() == CONTENT_IGNORE) {
197                                 fits = false;
198                                 break;
199                         }
200                 }
201         }
202         // No place found
203         if (!fits)
204                 return;
205
206         /*
207                 Stores the center position of the last room made, so that
208                 a new corridor can be started from the last room instead of
209                 the new room, if chosen so.
210         */
211         v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
212
213         u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
214         for (u32 i = 0; i < room_count; i++) {
215                 // Make a room to the determined place
216                 makeRoom(roomsize, roomplace);
217
218                 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
219                 if (gennotify)
220                         gennotify->addEvent(dp.notifytype, room_center);
221
222 #ifdef DGEN_USE_TORCHES
223                 // Place torch at room center (for testing)
224                 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
225 #endif
226
227                 // Quit if last room
228                 if (i == room_count - 1)
229                         break;
230
231                 // Determine walker start position
232
233                 bool start_in_last_room = (random.range(0, 2) != 0);
234
235                 v3s16 walker_start_place;
236
237                 if (start_in_last_room) {
238                         walker_start_place = last_room_center;
239                 } else {
240                         walker_start_place = room_center;
241                         // Store center of current room as the last one
242                         last_room_center = room_center;
243                 }
244
245                 // Create walker and find a place for a door
246                 v3s16 doorplace;
247                 v3s16 doordir;
248
249                 m_pos = walker_start_place;
250                 if (!findPlaceForDoor(doorplace, doordir))
251                         return;
252
253                 if (random.range(0, 1) == 0)
254                         // Make the door
255                         makeDoor(doorplace, doordir);
256                 else
257                         // Don't actually make a door
258                         doorplace -= doordir;
259
260                 // Make a random corridor starting from the door
261                 v3s16 corridor_end;
262                 v3s16 corridor_end_dir;
263                 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
264
265                 // Find a place for a random sized room
266                 roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
267                 roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
268                 roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
269
270                 m_pos = corridor_end;
271                 m_dir = corridor_end_dir;
272                 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
273                         return;
274
275                 if (random.range(0, 1) == 0)
276                         // Make the door
277                         makeDoor(doorplace, doordir);
278                 else
279                         // Don't actually make a door
280                         roomplace -= doordir;
281
282         }
283 }
284
285
286 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
287 {
288         MapNode n_wall(dp.c_wall);
289         MapNode n_air(CONTENT_AIR);
290
291         // Make +-X walls
292         for (s16 z = 0; z < roomsize.Z; z++)
293         for (s16 y = 0; y < roomsize.Y; y++) {
294                 {
295                         v3s16 p = roomplace + v3s16(0, y, z);
296                         if (!vm->m_area.contains(p))
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_wall;
302                 }
303                 {
304                         v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
305                         if (!vm->m_area.contains(p))
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_wall;
311                 }
312         }
313
314         // Make +-Z walls
315         for (s16 x = 0; x < roomsize.X; x++)
316         for (s16 y = 0; y < roomsize.Y; y++) {
317                 {
318                         v3s16 p = roomplace + v3s16(x, y, 0);
319                         if (!vm->m_area.contains(p))
320                                 continue;
321                         u32 vi = vm->m_area.index(p);
322                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
323                                 continue;
324                         vm->m_data[vi] = n_wall;
325                 }
326                 {
327                         v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
328                         if (!vm->m_area.contains(p))
329                                 continue;
330                         u32 vi = vm->m_area.index(p);
331                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
332                                 continue;
333                         vm->m_data[vi] = n_wall;
334                 }
335         }
336
337         // Make +-Y walls (floor and ceiling)
338         for (s16 z = 0; z < roomsize.Z; z++)
339         for (s16 x = 0; x < roomsize.X; x++) {
340                 {
341                         v3s16 p = roomplace + v3s16(x, 0, z);
342                         if (!vm->m_area.contains(p))
343                                 continue;
344                         u32 vi = vm->m_area.index(p);
345                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
346                                 continue;
347                         vm->m_data[vi] = n_wall;
348                 }
349                 {
350                         v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
351                         if (!vm->m_area.contains(p))
352                                 continue;
353                         u32 vi = vm->m_area.index(p);
354                         if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
355                                 continue;
356                         vm->m_data[vi] = n_wall;
357                 }
358         }
359
360         // Fill with air
361         for (s16 z = 1; z < roomsize.Z - 1; z++)
362         for (s16 y = 1; y < roomsize.Y - 1; y++)
363         for (s16 x = 1; x < roomsize.X - 1; x++) {
364                 v3s16 p = roomplace + v3s16(x, y, z);
365                 if (!vm->m_area.contains(p))
366                         continue;
367                 u32 vi = vm->m_area.index(p);
368                 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
369                 vm->m_data[vi] = n_air;
370         }
371 }
372
373
374 void DungeonGen::makeFill(v3s16 place, v3s16 size,
375         u8 avoid_flags, MapNode n, u8 or_flags)
376 {
377         for (s16 z = 0; z < size.Z; z++)
378         for (s16 y = 0; y < size.Y; y++)
379         for (s16 x = 0; x < size.X; x++) {
380                 v3s16 p = place + v3s16(x, y, z);
381                 if (!vm->m_area.contains(p))
382                         continue;
383                 u32 vi = vm->m_area.index(p);
384                 if (vm->m_flags[vi] & avoid_flags)
385                         continue;
386                 vm->m_flags[vi] |= or_flags;
387                 vm->m_data[vi] = n;
388         }
389 }
390
391
392 void DungeonGen::makeHole(v3s16 place)
393 {
394         makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
395                 VMANIP_FLAG_DUNGEON_INSIDE);
396 }
397
398
399 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
400 {
401         makeHole(doorplace);
402
403 #ifdef DGEN_USE_TORCHES
404         // Place torch (for testing)
405         vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
406 #endif
407 }
408
409
410 void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
411         v3s16 &result_place, v3s16 &result_dir)
412 {
413         makeHole(doorplace);
414         v3s16 p0 = doorplace;
415         v3s16 dir = doordir;
416         u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
417         u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
418         u32 partcount = 0;
419         s16 make_stairs = 0;
420
421         if (random.next() % 2 == 0 && partlength >= 3)
422                 make_stairs = random.next() % 2 ? 1 : -1;
423
424         for (u32 i = 0; i < length; i++) {
425                 v3s16 p = p0 + dir;
426                 if (partcount != 0)
427                         p.Y += make_stairs;
428
429                 // Check segment of minimum size corridor is in voxelmanip
430                 if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
431                         if (make_stairs) {
432                                 makeFill(p + v3s16(-1, -1, -1),
433                                         dp.holesize + v3s16(2, 3, 2),
434                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
435                                         MapNode(dp.c_wall),
436                                         0);
437                                 makeHole(p);
438                                 makeHole(p - dir);
439
440                                 // TODO: fix stairs code so it works 100%
441                                 // (quite difficult)
442
443                                 // exclude stairs from the bottom step
444                                 // exclude stairs from diagonal steps
445                                 if (((dir.X ^ dir.Z) & 1) &&
446                                                 (((make_stairs ==  1) && i != 0) ||
447                                                 ((make_stairs == -1) && i != length - 1))) {
448                                         // rotate face 180 deg if
449                                         // making stairs backwards
450                                         int facedir = dir_to_facedir(dir * make_stairs);
451                                         v3s16 ps = p;
452                                         u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
453                                         // Stair width direction vector
454                                         v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);
455
456                                         for (u16 st = 0; st < stair_width; st++) {
457                                                 u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
458                                                 if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
459                                                                 vm->m_data[vi].getContent() == dp.c_wall)
460                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
461
462                                                 vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
463                                                 if (vm->m_area.contains(ps) &&
464                                                                 vm->m_data[vi].getContent() == dp.c_wall)
465                                                         vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
466
467                                                 ps += swv;
468                                         }
469                                 }
470                         } else {
471                                 makeFill(p + v3s16(-1, -1, -1),
472                                         dp.holesize + v3s16(2, 2, 2),
473                                         VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
474                                         MapNode(dp.c_wall),
475                                         0);
476                                 makeHole(p);
477                         }
478
479                         p0 = p;
480                 } else {
481                         // Can't go here, turn away
482                         dir = turn_xz(dir, random.range(0, 1));
483                         make_stairs = -make_stairs;
484                         partcount = 0;
485                         partlength = random.range(1, length);
486                         continue;
487                 }
488
489                 partcount++;
490                 if (partcount >= partlength) {
491                         partcount = 0;
492
493                         dir = random_turn(random, dir);
494
495                         partlength = random.range(1, length);
496
497                         make_stairs = 0;
498                         if (random.next() % 2 == 0 && partlength >= 3)
499                                 make_stairs = random.next() % 2 ? 1 : -1;
500                 }
501         }
502         result_place = p0;
503         result_dir = dir;
504 }
505
506
507 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
508 {
509         for (u32 i = 0; i < 100; i++) {
510                 v3s16 p = m_pos + m_dir;
511                 v3s16 p1 = p + v3s16(0, 1, 0);
512                 if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
513                         randomizeDir();
514                         continue;
515                 }
516                 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
517                                 vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
518                         // Found wall, this is a good place!
519                         result_place = p;
520                         result_dir = m_dir;
521                         // Randomize next direction
522                         randomizeDir();
523                         return true;
524                 }
525                 /*
526                         Determine where to move next
527                 */
528                 // Jump one up if the actual space is there
529                 if (vm->getNodeNoExNoEmerge(p +
530                                 v3s16(0, 0, 0)).getContent() == dp.c_wall &&
531                                 vm->getNodeNoExNoEmerge(p +
532                                 v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
533                                 vm->getNodeNoExNoEmerge(p +
534                                 v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
535                         p += v3s16(0,1,0);
536                 // Jump one down if the actual space is there
537                 if (vm->getNodeNoExNoEmerge(p +
538                                 v3s16(0, 1, 0)).getContent() == dp.c_wall &&
539                                 vm->getNodeNoExNoEmerge(p +
540                                 v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
541                                 vm->getNodeNoExNoEmerge(p +
542                                 v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
543                         p += v3s16(0, -1, 0);
544                 // Check if walking is now possible
545                 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
546                                 vm->getNodeNoExNoEmerge(p +
547                                 v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
548                         // Cannot continue walking here
549                         randomizeDir();
550                         continue;
551                 }
552                 // Move there
553                 m_pos = p;
554         }
555         return false;
556 }
557
558
559 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
560         v3s16 &result_doordir, v3s16 &result_roomplace)
561 {
562         for (s16 trycount = 0; trycount < 30; trycount++) {
563                 v3s16 doorplace;
564                 v3s16 doordir;
565                 bool r = findPlaceForDoor(doorplace, doordir);
566                 if (!r)
567                         continue;
568                 v3s16 roomplace;
569                 // X east, Z north, Y up
570                 if (doordir == v3s16(1, 0, 0)) // X+
571                         roomplace = doorplace +
572                                 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
573                 if (doordir == v3s16(-1, 0, 0)) // X-
574                         roomplace = doorplace +
575                                 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
576                 if (doordir == v3s16(0, 0, 1)) // Z+
577                         roomplace = doorplace +
578                                 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
579                 if (doordir == v3s16(0, 0, -1)) // Z-
580                         roomplace = doorplace +
581                                 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
582
583                 // Check fit
584                 bool fits = true;
585                 for (s16 z = 1; z < roomsize.Z - 1; z++)
586                 for (s16 y = 1; y < roomsize.Y - 1; y++)
587                 for (s16 x = 1; x < roomsize.X - 1; x++) {
588                         v3s16 p = roomplace + v3s16(x, y, z);
589                         if (!vm->m_area.contains(p)) {
590                                 fits = false;
591                                 break;
592                         }
593                         if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
594                                 fits = false;
595                                 break;
596                         }
597                 }
598                 if (!fits) {
599                         // Find new place
600                         continue;
601                 }
602                 result_doorplace = doorplace;
603                 result_doordir   = doordir;
604                 result_roomplace = roomplace;
605                 return true;
606         }
607         return false;
608 }
609
610
611 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
612 {
613         // Make diagonal directions somewhat rare
614         if (diagonal_dirs && (random.next() % 4 == 0)) {
615                 v3s16 dir;
616                 int trycount = 0;
617
618                 do {
619                         trycount++;
620
621                         dir.Z = random.next() % 3 - 1;
622                         dir.Y = 0;
623                         dir.X = random.next() % 3 - 1;
624                 } while ((dir.X == 0 || dir.Z == 0) && trycount < 10);
625
626                 return dir;
627         }
628
629         if (random.next() % 2 == 0)
630                 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
631
632         return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
633 }
634
635
636 v3s16 turn_xz(v3s16 olddir, int t)
637 {
638         v3s16 dir;
639         if (t == 0) {
640                 // Turn right
641                 dir.X = olddir.Z;
642                 dir.Z = -olddir.X;
643                 dir.Y = olddir.Y;
644         } else {
645                 // Turn left
646                 dir.X = -olddir.Z;
647                 dir.Z = olddir.X;
648                 dir.Y = olddir.Y;
649         }
650         return dir;
651 }
652
653
654 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
655 {
656         int turn = random.range(0, 2);
657         v3s16 dir;
658         if (turn == 0)
659                 // Go straight
660                 dir = olddir;
661         else if (turn == 1)
662                 // Turn right
663                 dir = turn_xz(olddir, 0);
664         else
665                 // Turn left
666                 dir = turn_xz(olddir, 1);
667         return dir;
668 }
669
670
671 int dir_to_facedir(v3s16 d)
672 {
673         if (abs(d.X) > abs(d.Z))
674                 return d.X < 0 ? 3 : 1;
675
676         return d.Z < 0 ? 2 : 0;
677 }