aboutsummaryrefslogtreecommitdiff
path: root/doc
Commit message (Expand)AuthorAge
* Formspec: draw order and clipping for all elements (#8740)DS2019-11-07
* Improve documentation around banning (#9088)sfan52019-11-05
* Formspec: add hypertext elementPierre-Yves Rollo2019-11-03
* Change some usages of "deprecated" to "obsolete" (#9062)random-geek2019-10-29
* Remove legacy file format documentationrandom-geek2019-10-23
* Remove legacy flat-file map coderandom-geek2019-10-23
* Add more visual feedback for button states (#8916)Hugues Ross2019-10-12
* Continue with 5.2.0-devsfan52019-10-12
* Revert "Fix the bgcolor formspec element (#8716)" (#9018)SmallJoker2019-10-06
* Document node drop tool filtering by string matching as deprecated (#9009)Paramat2019-09-30
* Fix error message caused by adding new parameter to background (#8922)rubenwardy2019-09-29
* Punchwear (improved) (#8959)sfan52019-09-22
* Fix AreaStore's IDs persistence (#8888)SmallJoker2019-09-21
* Wieldhand: Specify which ItemStack to use (#8961)SmallJoker2019-09-21
* Add support for per-player FOV overrides and multipliersAnand S2019-09-19
* Fix the bgcolor formspec element (#8716)DS2019-09-15
* Formspecs: Introduce formspec_version to modsSmallJoker2019-09-14
* Lua API documentation: Various fixes (#8914)SmallJoker2019-09-08
* lua_api.txt: Improve privilege definition (#8912)ANAND2019-09-08
* doc/client_lua_api: Clarify how client side api and mods start (#8822)Paul m. p. P2019-09-05
* Various fixes to lua_api.txt (#8878)DS2019-09-01
* Document world format version 28 (private nodemeta) (#8857)DS2019-08-31
* Document luaentity pitch and roll in world format (#8864)DS2019-08-30
* Clarify docs regarding pointed_thing and get_pointed_thing_position (#8766)Beha2019-08-30
* Add ItemStack:get_description() to get tooltip (#8847)Paul Ouellette2019-08-24
* lua_api.txt: Add link to Minetest Modding Book (#8826)ANAND2019-08-20
* Add function `minetest.read_schematic`upsilon2019-08-14
* Add support for set_formspec_prepend in main menu (#8611)rubenwardy2019-08-12
* Add player knockback on punch to builtinsfan52019-08-10
* Implement adding velocity to player from Luasfan52019-08-10
* Allow customizing chat message format (#8529)ANAND2019-08-08
* Add formspec testing to test mod in minimalrubenwardy2019-08-03
* Add styles to most elementsrubenwardy2019-08-03
* Add style[] tag with button supportrubenwardy2019-08-03
* Group "immortal" also protects players from damageWuzzy2019-08-01
* lua_api.txt clarifications regarding mapgen object index IDs and handles. (#8...Beha2019-07-29
* Document 'wield_item' entity property (#8694)Alex2019-07-26
* Improve documentation of mapgen aliases (#8693)Paramat2019-07-20
* Add vector.dot and vector.crossHybridDog2019-07-16
* Docs: Clarify where to check for 'protection_bypass' (#8675)SmallJoker2019-07-14
* Document ObjectRef:remove under Lua entity (#8659)ANAND2019-07-08
* Update biome definition dungeon node documentation (#8650)Paramat2019-07-01
* Dungeongen: Remove most hardcoded dungeon nodes (#8594)Paramat2019-06-30
* Add compatible, consistent coordinate system to FormSpecs. (#8524)v-rob2019-06-27
* Add support for 9-sliced backgrounds (#8600)rubenwardy2019-06-22
* Remove modstore leftovers. Fix core.show_path_select_dialog documentation (#8...DS2019-06-07
* HTTP API: Allow binary downloads and headers (#8573)SmallJoker2019-06-06
* Fix API site build (#8551)Paul Ouellette2019-05-21
* Allow multiple cave liquids in a biome definition (#8481)Paramat2019-05-18
* Better document behavior of on_punchplayerANAND2019-04-29
424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450 451 452 453 454 455 456 457 458 459 460 461 462 463 464 465 466 467 468 469 470 471 472 473 474 475 476 477 478 479 480 481 482 483 484 485 486 487 488 489 490 491 492 493 494 495 496 497 498 499 500 501 502 503 504 505 506 507 508 509 510 511 512 513 514 515 516 517 518 519 520 521 522 523 524 525 526 527 528 529 530 531 532 533 534 535 536 537 538 539 540 541 542 543 544 545 546 547 548 549 550 551 552 553 554 555 556 557 558 559 560 561 562 563 564 565 566 567 568 569 570 571 572 573 574 575 576 577 578 579 580 581 582 583 584 585 586 587 588 589 590 591 592 593 594 595 596 597 598 599 600 601 602 603 604 605 606 607 608 609 610 611 612 613 614 615 616 617 618 619 620 621 622 623 624 625 626 627 628 629 630 631 632 633 634 635 636 637 638 639 640 641 642 643 644 645 646 647 648 649 650
/*
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 "profiler.h"
#include "settings.h" // For g_settings
#include "main.h" // For g_profiler

//#define DGEN_USE_TORCHES

NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8, 2.0);
NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1, 2.0);
NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4, 2.0);


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


DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
	this->mg = mapgen;
	this->vm = mapgen->vm;

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

	if (dparams) {
		memcpy(&dp, dparams, sizeof(dp));
	} else {
		dp.c_water  = mg->ndef->getId("mapgen_water_source");
		dp.c_cobble = mg->ndef->getId("mapgen_cobble");
		dp.c_moss   = mg->ndef->getId("mapgen_mossycobble");
		dp.c_stair  = mg->ndef->getId("mapgen_stair_cobble");

		dp.diagonal_dirs = false;
		dp.mossratio  = 3.0;
		dp.holesize   = v3s16(1, 2, 1);
		dp.roomsize   = v3s16(0,0,0);
		dp.notifytype = GENNOTIFY_DUNGEON;

		dp.np_rarity  = nparams_dungeon_rarity;
		dp.np_wetness = nparams_dungeon_wetness;
		dp.np_density = nparams_dungeon_density;
	}
}


void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
	//TimeTaker t("gen dungeons");
	if (NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
		return;

	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);

	bool no_float = !g_settings->getBool("enable_floating_dungeons");

	// Set all air and water (and optionally ignore) to be untouchable
	// to make dungeons open to caves and open air
	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
						|| (no_float && c == CONTENT_IGNORE))
					vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
				i++;
			}
		}
	}

	// Add it
	makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);

	// Convert some cobble to mossy cobble
	if (dp.mossratio != 0.0) {
		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_cobble) {
					float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
					float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
					if (density < wetness / dp.mossratio)
						vm->m_data[i].setContent(dp.c_moss);
				}
				i++;
			}
		}
	}

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


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

	/*
		Find place for first room
	*/
	bool fits = false;
	for (u32 i = 0; i < 100 && !fits; i++)
	{
		bool is_large_room = ((random.next() & 3) == 1);
		roomsize = is_large_room ?
			v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
			v3s16(random.range(4,  8),random.range(4,  6),random.range(4, 8));
		roomsize += dp.roomsize;

		// start_padding is used to disallow starting the generation of
		// a dungeon in a neighboring generation chunk
		roomplace = vm->m_area.MinEdge + start_padding + v3s16(
			random.range(0,areasize.X-roomsize.X-1-start_padding.X),
			random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
			random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));

		/*
			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 = 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);
			u32 vi = vm->m_area.index(p);
			if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
				vm->m_data[vi].getContent() == CONTENT_IGNORE) {
				fits = false;
				break;
			}
		}
	}
	// No place found
	if (fits == false)
		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(2, 16);
	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);
		mg->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 = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
		roomsize += dp.roomsize;

		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_cobble(dp.c_cobble);
	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) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
			if (vm->m_area.contains(p) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
	}

	// 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) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
			if (vm->m_area.contains(p) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
	}

	// 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) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
			if (vm->m_area.contains(p) == false)
				continue;
			u32 vi = vm->m_area.index(p);
			if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vm->m_data[vi] = n_cobble;
		}
	}

	// 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) == false)
			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) == false)
			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;
	/*if (random.next() % 2)
		length = random.range(1, 13);
	else
		length = random.range(1, 6);*/
	length = random.range(1, 13);
	u32 partlength = random.range(1, 13);
	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;

		if (vm->m_area.contains(p) == true &&
			vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
			if (make_stairs) {
				makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 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);

					u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
					if (vm->m_data[vi].getContent() == dp.c_cobble)
						vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);

					vi = vm->m_area.index(p.X, p.Y, p.Z);
					if (vm->m_data[vi].getContent() == dp.c_cobble)
						vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
				}
			} else {
				makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 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) == false
		 || vm->m_area.contains(p1) == false
		 || i % 4 == 0)
		{
			randomizeDir();
			continue;
		}
		if (vm->getNodeNoExNoEmerge(p).getContent()  == dp.c_cobble
		 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
		{
			// 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_cobble
		 && 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_cobble
		 && 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 == false)
			continue;
		v3s16 roomplace;
		// X east, Z north, Y up
#if 1
		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);
#endif
#if 0
		if (doordir == v3s16(1, 0, 0)) // X+
			roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
		if (doordir == v3s16(-1, 0, 0)) // X-
			roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
		if (doordir == v3s16(0, 0, 1)) // Z+
			roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
		if (doordir == v3s16(0, 0, -1)) // Z-
			roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
#endif

		// 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) == false)
			{
				fits = false;
				break;
			}
			if (vm->m_flags[vm->m_area.index(p)]
					& VMANIP_FLAG_DUNGEON_INSIDE)
			{
				fits = false;
				break;
			}
		}
		if(fits == false)
		{
			// 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 = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
		} while ((dir.X == 0 && dir.Z == 0) && trycount < 10);

		return dir;
	} else {
		if (random.next() % 2 == 0)
			return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
		else
			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;
	else
		return d.Z < 0 ? 2 : 0;
}