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diff --git a/src/mapgen/dungeongen.cpp b/src/mapgen/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;
+}