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authorVitaliy <silverunicorn2011@yandex.ru>2017-11-09 01:56:20 +0300
committerLoïc Blot <nerzhul@users.noreply.github.com>2017-11-08 23:56:20 +0100
commit20a85d76d94c9c5c7fbe198c3d0e1fbee97a485f (patch)
tree67378802190117d8271b3b6d489a92bcb16203b7 /src/dungeongen.cpp
parentfc9747eb4b7f75e59a28957bc50f7a78256b3d66 (diff)
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Move files to subdirectories (#6599)
* Move files around
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diff --git a/src/dungeongen.cpp b/src/dungeongen.cpp
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-/*
-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;
-}