aboutsummaryrefslogtreecommitdiff
path: root/src/clientserver.h
Commit message (Expand)AuthorAge
* Add offset to automatic_face_movement_dirPilzAdam2013-09-10
* Omnicleanup: header cleanup, add ModApiUtil shared between game and mainmenuKahrl2013-08-14
* Add support for entities to automatic face movement directionsapier2013-08-13
* Weather backward compatibilityproller2013-08-02
* Add support for setting stepheight for entitiessapier2013-07-30
* Bump protocol versionPilzAdam2013-07-20
* Add set_breath and get_breath to lua API.RealBadAngel2013-07-20
* Add ObjectRef.hud_set_hotbar_itemcount and add TOCLIENT_HUD_SET_PARAMKahrl2013-05-26
* Fix documentation for HUD commands in protocolPilzAdam2013-05-04
* Generalize hud_builtin_enable into hud_set_flagskwolekr2013-04-25
* Added support to disable built-in HUD elementsDiego Martínez2013-04-24
* Added offset support for HUD itemsDiego Martínez2013-04-23
* Added support for alignment in HUD itemsDiego Martínez2013-04-23
* Lua HUDJonathon Anderson2013-04-18
* Allow modifying movement speed, jump height and gravity per-player via the Lu...MirceaKitsune2013-04-05
* Add different place sound for nodesPilzAdam2013-03-29
* New damage system, add damageGroups to ToolCapabilities, bump protocol versionPilzAdam2013-03-29
* Allow spawning particles from the server, from luaJeija2013-03-23
* Move rightclickable to the proper placePilzAdam2013-03-23
* Include backface_culling flag in serialization format for TileDefsJürgen Doser2013-03-23
* Update Copyright YearsSfan52013-02-24
* Change Minetest-c55 to MinetestPilzAdam2013-02-24
* Improved Player PhysicsMirceaKitsune2013-02-14
* Fix buttons not working for Lua-triggered formspecssapier2013-01-07
* Add TOCLIENT_SHOW_FORMSPEC to display formspecs at client from luasapier2013-01-02
* Added ability to fetch media from remote server (using cURL library)Ilya Zhuravlev2012-12-16
* Allow server to accept protocol 13 clients altough they don't work too wellPerttu Ahola2012-11-29
* Ranged support of protocol version on server sidePerttu Ahola2012-11-29
* Default server step to 0.1s and sync object/player update intervals to itPerttu Ahola2012-11-26
* Move a function from clientserver.h to clientserver.cppPerttu Ahola2012-11-26
* New PROTOCOL_VERSION scheme (allow client to support a range of versions)Perttu Ahola2012-11-26
* RealBadAngel's patch which allows the lua api to read pressed player keys. Th...MirceaKitsune2012-11-25
* A bunch of fixesMirceaKitsune2012-11-25
* Version 0.4.3-rc0; increase PROTOCOL_VERSION due to backwards-incompatible In...Perttu Ahola2012-09-05
* Detached inventoriesPerttu Ahola2012-07-24
* Fix map deserialization and remove old serialization codePerttu Ahola2012-07-23
* minetest.register_on_player_receive_fields()Perttu Ahola2012-07-22
* Allow defining player's inventory form in LuaPerttu Ahola2012-07-19
* Increment protocol versionPerttu Ahola2012-06-17
* Properly and efficiently use split utility headersPerttu Ahola2012-06-17
* Node texture animationPerttu Ahola2012-06-16
* Switch the license to be LGPLv2/later, with small parts still remaining as GP...Perttu Ahola2012-06-05
* Implement sign using form field protocolPerttu Ahola2012-06-03
* Add 'fly' and 'fast' privileges and the underlying privileges-to-client systemPerttu Ahola2012-03-31
* added PlayerSAO and RemotePlayer, removed ServerRemotePlayerKahrl2012-03-29
* Raise PROTOCOL_VERSION to 9, as this is not compatible with earlier versionsPerttu Ahola2012-03-25
* Texture cache -> Media cache WIPPerttu Ahola2012-03-25
* Lua API for playing soundsPerttu Ahola2012-03-24
* Dynamic sky, fog and cloud colors; sun and moonPerttu Ahola2012-03-18
* Digging time groups WIPPerttu Ahola2012-03-10
d='n449' href='#n449'>449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650 651 652 653 654 655 656 657 658 659 660 661 662 663 664 665 666 667 668 669 670 671 672 673 674 675 676 677
/*
Minetest
Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>

This program is free software; you can redistribute it and/or modify
it under the terms of the GNU Lesser General Public License as published by
the Free Software Foundation; either version 2.1 of the License, or
(at your option) any later version.

This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
GNU Lesser General Public License for more details.

You should have received a copy of the GNU Lesser General Public License along
with this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
*/

#include "dungeongen.h"
#include "mapgen.h"
#include "voxel.h"
#include "noise.h"
#include "mapblock.h"
#include "mapnode.h"
#include "map.h"
#include "nodedef.h"
#include "settings.h"

//#define DGEN_USE_TORCHES

NoiseParams nparams_dungeon_density(0.9, 0.5, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
NoiseParams nparams_dungeon_alt_wall(-0.4, 1.0, v3f(40.0, 40.0, 40.0), 32474, 6, 1.1, 2.0);


///////////////////////////////////////////////////////////////////////////////


DungeonGen::DungeonGen(INodeDefManager *ndef,
	GenerateNotifier *gennotify, DungeonParams *dparams)
{
	assert(ndef);

	this->ndef      = ndef;
	this->gennotify = gennotify;

#ifdef DGEN_USE_TORCHES
	c_torch  = ndef->getId("default:torch");
#endif

	if (dparams) {
		memcpy(&dp, dparams, sizeof(dp));
	} else {
		// Default dungeon parameters
		dp.seed = 0;

		dp.c_water       = ndef->getId("mapgen_water_source");
		dp.c_river_water = ndef->getId("mapgen_river_water_source");
		dp.c_wall        = ndef->getId("mapgen_cobble");
		dp.c_alt_wall    = ndef->getId("mapgen_mossycobble");
		dp.c_stair       = ndef->getId("mapgen_stair_cobble");

		if (dp.c_river_water == CONTENT_IGNORE)
			dp.c_river_water = ndef->getId("mapgen_water_source");

		dp.diagonal_dirs       = false;
		dp.only_in_ground      = true;
		dp.holesize            = v3s16(1, 2, 1);
		dp.corridor_len_min    = 1;
		dp.corridor_len_max    = 13;
		dp.room_size_min       = v3s16(4, 4, 4);
		dp.room_size_max       = v3s16(8, 6, 8);
		dp.room_size_large_min = v3s16(8, 8, 8);
		dp.room_size_large_max = v3s16(16, 16, 16);
		dp.rooms_min           = 2;
		dp.rooms_max           = 16;
		dp.y_min               = -MAX_MAP_GENERATION_LIMIT;
		dp.y_max               = MAX_MAP_GENERATION_LIMIT;
		dp.notifytype          = GENNOTIFY_DUNGEON;

		dp.np_density  = nparams_dungeon_density;
		dp.np_alt_wall = nparams_dungeon_alt_wall;
	}
}


void DungeonGen::generate(MMVManip *vm, u32 bseed, v3s16 nmin, v3s16 nmax)
{
	assert(vm);

	//TimeTaker t("gen dungeons");
	if (nmin.Y < dp.y_min || nmax.Y > dp.y_max)
		return;

	float nval_density = NoisePerlin3D(&dp.np_density, nmin.X, nmin.Y, nmin.Z, dp.seed);
	if (nval_density < 1.0f)
		return;

	static const bool preserve_ignore = !g_settings->getBool("projecting_dungeons");

	this->vm = vm;
	this->blockseed = bseed;
	random.seed(bseed + 2);

	// Dungeon generator doesn't modify places which have this set
	vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);

	if (dp.only_in_ground) {
		// Set all air and water to be untouchable to make dungeons open to
		// caves and open air. Optionally set ignore to be untouchable to
		// prevent protruding dungeons.
		for (s16 z = nmin.Z; z <= nmax.Z; z++) {
			for (s16 y = nmin.Y; y <= nmax.Y; y++) {
				u32 i = vm->m_area.index(nmin.X, y, z);
				for (s16 x = nmin.X; x <= nmax.X; x++) {
					content_t c = vm->m_data[i].getContent();
					if (c == CONTENT_AIR || c == dp.c_water ||
							(preserve_ignore && c == CONTENT_IGNORE) ||
							c == dp.c_river_water)
						vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
					i++;
				}
			}
		}
	}

	// Add them
	for (u32 i = 0; i < floor(nval_density); i++)
		makeDungeon(v3s16(1, 1, 1) * MAP_BLOCKSIZE);

	// Optionally convert some structure to alternative structure
	if (dp.c_alt_wall == CONTENT_IGNORE)
		return;

	for (s16 z = nmin.Z; z <= nmax.Z; z++)
	for (s16 y = nmin.Y; y <= nmax.Y; y++) {
		u32 i = vm->m_area.index(nmin.X, y, z);
		for (s16 x = nmin.X; x <= nmax.X; x++) {
			if (vm->m_data[i].getContent() == dp.c_wall) {
				if (NoisePerlin3D(&dp.np_alt_wall, x, y, z, blockseed) > 0.0f)
					vm->m_data[i].setContent(dp.c_alt_wall);
			}
			i++;
		}
	}

	//printf("== gen dungeons: %dms\n", t.stop());
}


void DungeonGen::makeDungeon(v3s16 start_padding)
{
	const v3s16 &areasize = vm->m_area.getExtent();
	v3s16 roomsize;
	v3s16 roomplace;

	/*
		Find place for first room.
		There is a 1 in 4 chance of the first room being 'large',
		all other rooms are not 'large'.
	*/
	bool fits = false;
	for (u32 i = 0; i < 100 && !fits; i++) {
		bool is_large_room = ((random.next() & 3) == 1);
		if (is_large_room) {
			roomsize.Z = random.range(
				dp.room_size_large_min.Z, dp.room_size_large_max.Z);
			roomsize.Y = random.range(
				dp.room_size_large_min.Y, dp.room_size_large_max.Y);
			roomsize.X = random.range(
				dp.room_size_large_min.X, dp.room_size_large_max.X);
		} else {
			roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
			roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
			roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);
		}

		// start_padding is used to disallow starting the generation of
		// a dungeon in a neighboring generation chunk
		roomplace = vm->m_area.MinEdge + start_padding;
		roomplace.Z += random.range(0, areasize.Z - roomsize.Z - start_padding.Z);
		roomplace.Y += random.range(0, areasize.Y - roomsize.Y - start_padding.Y);
		roomplace.X += random.range(0, areasize.X - roomsize.X - start_padding.X);

		/*
			Check that we're not putting the room to an unknown place,
			otherwise it might end up floating in the air
		*/
		fits = true;
		for (s16 z = 0; z < roomsize.Z; z++)
		for (s16 y = 0; y < roomsize.Y; y++)
		for (s16 x = 0; x < roomsize.X; x++) {
			v3s16 p = roomplace + v3s16(x, y, z);
			u32 vi = vm->m_area.index(p);
			if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE) ||
					vm->m_data[vi].getContent() == CONTENT_IGNORE) {
				fits = false;
				break;
			}
		}
	}
	// No place found
	if (!fits)
		return;

	/*
		Stores the center position of the last room made, so that
		a new corridor can be started from the last room instead of
		the new room, if chosen so.
	*/
	v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);

	u32 room_count = random.range(dp.rooms_min, dp.rooms_max);
	for (u32 i = 0; i < room_count; i++) {
		// Make a room to the determined place
		makeRoom(roomsize, roomplace);

		v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
		if (gennotify)
			gennotify->addEvent(dp.notifytype, room_center);

#ifdef DGEN_USE_TORCHES
		// Place torch at room center (for testing)
		vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
#endif

		// Quit if last room
		if (i == room_count - 1)
			break;

		// Determine walker start position

		bool start_in_last_room = (random.range(0, 2) != 0);

		v3s16 walker_start_place;

		if (start_in_last_room) {
			walker_start_place = last_room_center;
		} else {
			walker_start_place = room_center;
			// Store center of current room as the last one
			last_room_center = room_center;
		}

		// Create walker and find a place for a door
		v3s16 doorplace;
		v3s16 doordir;

		m_pos = walker_start_place;
		if (!findPlaceForDoor(doorplace, doordir))
			return;

		if (random.range(0, 1) == 0)
			// Make the door
			makeDoor(doorplace, doordir);
		else
			// Don't actually make a door
			doorplace -= doordir;

		// Make a random corridor starting from the door
		v3s16 corridor_end;
		v3s16 corridor_end_dir;
		makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);

		// Find a place for a random sized room
		roomsize.Z = random.range(dp.room_size_min.Z, dp.room_size_max.Z);
		roomsize.Y = random.range(dp.room_size_min.Y, dp.room_size_max.Y);
		roomsize.X = random.range(dp.room_size_min.X, dp.room_size_max.X);

		m_pos = corridor_end;
		m_dir = corridor_end_dir;
		if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
			return;

		if (random.range(0, 1) == 0)
			// Make the door
			makeDoor(doorplace, doordir);
		else
			// Don't actually make a door
			roomplace -= doordir;

	}
}


void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
{
	MapNode n_wall(dp.c_wall);
	MapNode n_air(CONTENT_AIR);

	// Make +-X walls
	for (s16 z = 0; z < roomsize.Z; z++)
	for (s16 y = 0; y < roomsize.Y; y++) {
		{
			v3s16 p = roomplace + v3s16(0, y, z);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
		{
			v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
	}

	// Make +-Z walls
	for (s16 x = 0; x < roomsize.X; x++)
	for (s16 y = 0; y < roomsize.Y; y++) {
		{
			v3s16 p = roomplace + v3s16(x, y, 0);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
		{
			v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
	}

	// Make +-Y walls (floor and ceiling)
	for (s16 z = 0; z < roomsize.Z; z++)
	for (s16 x = 0; x < roomsize.X; x++) {
		{
			v3s16 p = roomplace + v3s16(x, 0, z);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
		{
			v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
			if (!vm->m_area.contains(p))
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_wall;
		}
	}

	// Fill with air
	for (s16 z = 1; z < roomsize.Z - 1; z++)
	for (s16 y = 1; y < roomsize.Y - 1; y++)
	for (s16 x = 1; x < roomsize.X - 1; x++) {
		v3s16 p = roomplace + v3s16(x, y, z);
		if (!vm->m_area.contains(p))
			continue;
		u32 vi = vm->m_area.index(p);
		vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
		vm->m_data[vi] = n_air;
	}
}


void DungeonGen::makeFill(v3s16 place, v3s16 size,
	u8 avoid_flags, MapNode n, u8 or_flags)
{
	for (s16 z = 0; z < size.Z; z++)
	for (s16 y = 0; y < size.Y; y++)
	for (s16 x = 0; x < size.X; x++) {
		v3s16 p = place + v3s16(x, y, z);
		if (!vm->m_area.contains(p))
			continue;
		u32 vi = vm->m_area.index(p);
		if (vm->m_flags[vi] & avoid_flags)
			continue;
		vm->m_flags[vi] |= or_flags;
		vm->m_data[vi] = n;
	}
}


void DungeonGen::makeHole(v3s16 place)
{
	makeFill(place, dp.holesize, 0, MapNode(CONTENT_AIR),
		VMANIP_FLAG_DUNGEON_INSIDE);
}


void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
{
	makeHole(doorplace);

#ifdef DGEN_USE_TORCHES
	// Place torch (for testing)
	vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
#endif
}


void DungeonGen::makeCorridor(v3s16 doorplace, v3s16 doordir,
	v3s16 &result_place, v3s16 &result_dir)
{
	makeHole(doorplace);
	v3s16 p0 = doorplace;
	v3s16 dir = doordir;
	u32 length = random.range(dp.corridor_len_min, dp.corridor_len_max);
	u32 partlength = random.range(dp.corridor_len_min, dp.corridor_len_max);
	u32 partcount = 0;
	s16 make_stairs = 0;

	if (random.next() % 2 == 0 && partlength >= 3)
		make_stairs = random.next() % 2 ? 1 : -1;

	for (u32 i = 0; i < length; i++) {
		v3s16 p = p0 + dir;
		if (partcount != 0)
			p.Y += make_stairs;

		// Check segment of minimum size corridor is in voxelmanip
		if (vm->m_area.contains(p) && vm->m_area.contains(p + v3s16(0, 1, 0))) {
			if (make_stairs) {
				makeFill(p + v3s16(-1, -1, -1),
					dp.holesize + v3s16(2, 3, 2),
					VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
					MapNode(dp.c_wall),
					0);
				makeHole(p);
				makeHole(p - dir);

				// TODO: fix stairs code so it works 100%
				// (quite difficult)

				// exclude stairs from the bottom step
				// exclude stairs from diagonal steps
				if (((dir.X ^ dir.Z) & 1) &&
						(((make_stairs ==  1) && i != 0) ||
						((make_stairs == -1) && i != length - 1))) {
					// rotate face 180 deg if
					// making stairs backwards
					int facedir = dir_to_facedir(dir * make_stairs);
					v3s16 ps = p;
					u16 stair_width = (dir.Z != 0) ? dp.holesize.X : dp.holesize.Z;
					// Stair width direction vector
					v3s16 swv = (dir.Z != 0) ? v3s16(1, 0, 0) : v3s16(0, 0, 1);

					for (u16 st = 0; st < stair_width; st++) {
						u32 vi = vm->m_area.index(ps.X - dir.X, ps.Y - 1, ps.Z - dir.Z);
						if (vm->m_area.contains(ps + v3s16(-dir.X, -1, -dir.Z)) &&
								vm->m_data[vi].getContent() == dp.c_wall)
							vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);

						vi = vm->m_area.index(ps.X, ps.Y, ps.Z);
						if (vm->m_area.contains(ps) &&
								vm->m_data[vi].getContent() == dp.c_wall)
							vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);

						ps += swv;
					}
				}
			} else {
				makeFill(p + v3s16(-1, -1, -1),
					dp.holesize + v3s16(2, 2, 2),
					VMANIP_FLAG_DUNGEON_UNTOUCHABLE,
					MapNode(dp.c_wall),
					0);
				makeHole(p);
			}

			p0 = p;
		} else {
			// Can't go here, turn away
			dir = turn_xz(dir, random.range(0, 1));
			make_stairs = -make_stairs;
			partcount = 0;
			partlength = random.range(1, length);
			continue;
		}

		partcount++;
		if (partcount >= partlength) {
			partcount = 0;

			dir = random_turn(random, dir);

			partlength = random.range(1, length);

			make_stairs = 0;
			if (random.next() % 2 == 0 && partlength >= 3)
				make_stairs = random.next() % 2 ? 1 : -1;
		}
	}
	result_place = p0;
	result_dir = dir;
}


bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
{
	for (u32 i = 0; i < 100; i++) {
		v3s16 p = m_pos + m_dir;
		v3s16 p1 = p + v3s16(0, 1, 0);
		if (!vm->m_area.contains(p) || !vm->m_area.contains(p1) || i % 4 == 0) {
			randomizeDir();
			continue;
		}
		if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_wall &&
				vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_wall) {
			// Found wall, this is a good place!
			result_place = p;
			result_dir = m_dir;
			// Randomize next direction
			randomizeDir();
			return true;
		}
		/*
			Determine where to move next
		*/
		// Jump one up if the actual space is there
		if (vm->getNodeNoExNoEmerge(p +
				v3s16(0, 0, 0)).getContent() == dp.c_wall &&
				vm->getNodeNoExNoEmerge(p +
				v3s16(0, 1, 0)).getContent() == CONTENT_AIR &&
				vm->getNodeNoExNoEmerge(p +
				v3s16(0, 2, 0)).getContent() == CONTENT_AIR)
			p += v3s16(0,1,0);
		// Jump one down if the actual space is there
		if (vm->getNodeNoExNoEmerge(p +
				v3s16(0, 1, 0)).getContent() == dp.c_wall &&
				vm->getNodeNoExNoEmerge(p +
				v3s16(0, 0, 0)).getContent() == CONTENT_AIR &&
				vm->getNodeNoExNoEmerge(p +
				v3s16(0, -1, 0)).getContent() == CONTENT_AIR)
			p += v3s16(0, -1, 0);
		// Check if walking is now possible
		if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR ||
				vm->getNodeNoExNoEmerge(p +
				v3s16(0, 1, 0)).getContent() != CONTENT_AIR) {
			// Cannot continue walking here
			randomizeDir();
			continue;
		}
		// Move there
		m_pos = p;
	}
	return false;
}


bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
	v3s16 &result_doordir, v3s16 &result_roomplace)
{
	for (s16 trycount = 0; trycount < 30; trycount++) {
		v3s16 doorplace;
		v3s16 doordir;
		bool r = findPlaceForDoor(doorplace, doordir);
		if (!r)
			continue;
		v3s16 roomplace;
		// X east, Z north, Y up
		if (doordir == v3s16(1, 0, 0)) // X+
			roomplace = doorplace +
				v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
		if (doordir == v3s16(-1, 0, 0)) // X-
			roomplace = doorplace +
				v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
		if (doordir == v3s16(0, 0, 1)) // Z+
			roomplace = doorplace +
				v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
		if (doordir == v3s16(0, 0, -1)) // Z-
			roomplace = doorplace +
				v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);

		// Check fit
		bool fits = true;
		for (s16 z = 1; z < roomsize.Z - 1; z++)
		for (s16 y = 1; y < roomsize.Y - 1; y++)
		for (s16 x = 1; x < roomsize.X - 1; x++) {
			v3s16 p = roomplace + v3s16(x, y, z);
			if (!vm->m_area.contains(p)) {
				fits = false;
				break;
			}
			if (vm->m_flags[vm->m_area.index(p)] & VMANIP_FLAG_DUNGEON_INSIDE) {
				fits = false;
				break;
			}
		}
		if (!fits) {
			// Find new place
			continue;
		}
		result_doorplace = doorplace;
		result_doordir   = doordir;
		result_roomplace = roomplace;
		return true;
	}
	return false;
}


v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
{
	// Make diagonal directions somewhat rare
	if (diagonal_dirs && (random.next() % 4 == 0)) {
		v3s16 dir;
		int trycount = 0;

		do {
			trycount++;

			dir.Z = random.next() % 3 - 1;
			dir.Y = 0;
			dir.X = random.next() % 3 - 1;
		} while ((dir.X == 0 || dir.Z == 0) && trycount < 10);

		return dir;
	}

	if (random.next() % 2 == 0)
		return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);

	return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
}


v3s16 turn_xz(v3s16 olddir, int t)
{
	v3s16 dir;
	if (t == 0) {
		// Turn right
		dir.X = olddir.Z;
		dir.Z = -olddir.X;
		dir.Y = olddir.Y;
	} else {
		// Turn left
		dir.X = -olddir.Z;
		dir.Z = olddir.X;
		dir.Y = olddir.Y;
	}
	return dir;
}


v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
{
	int turn = random.range(0, 2);
	v3s16 dir;
	if (turn == 0)
		// Go straight
		dir = olddir;
	else if (turn == 1)
		// Turn right
		dir = turn_xz(olddir, 0);
	else
		// Turn left
		dir = turn_xz(olddir, 1);
	return dir;
}


int dir_to_facedir(v3s16 d)
{
	if (abs(d.X) > abs(d.Z))
		return d.X < 0 ? 3 : 1;

	return d.Z < 0 ? 2 : 0;
}