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path: root/builtin/game/item_entity.lua
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-- Minetest: builtin/item_entity.lua

function core.spawn_item(pos, item)
	-- Take item in any format
	local stack = ItemStack(item)
	local obj = core.add_entity(pos, "__builtin:item")
	obj:get_luaentity():set_item(stack:to_string())
	return obj
end

-- If item_entity_ttl is not set, enity will have default life time 
-- Setting it to -1 disables the feature

local time_to_live = tonumber(core.setting_get("item_entity_ttl"))
if not time_to_live then
	time_to_live = 900
end

core.register_entity(":__builtin:item", {
	initial_properties = {
		hp_max = 1,
		physical = true,
		collide_with_objects = false,
		collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.3, 0.3},
		visual = "wielditem",
		visual_size = {x = 0.4, y = 0.4},
		textures = {""},
		spritediv = {x = 1, y = 1},
		initial_sprite_basepos = {x = 0, y = 0},
		is_visible = false,
	},

	itemstring = '',
	physical_state = true,
	age = 0,

	set_item = function(self, itemstring)
		self.itemstring = itemstring
		local stack = ItemStack(itemstring)
		local count = stack:get_count()
		local max_count = stack:get_stack_max()
		if count > max_count then
			count = max_count
			self.itemstring = stack:get_name().." "..max_count
		end
		local s = 0.2 + 0.1 * (count / max_count)
		local c = s
		local itemtable = stack:to_table()
		local itemname = nil
		if itemtable then
			itemname = stack:to_table().name
		end
		local item_texture = nil
		local item_type = ""
		if core.registered_items[itemname] then
			item_texture = core.registered_items[itemname].inventory_image
			item_type = core.registered_items[itemname].type
		end
		local prop = {
			is_visible = true,
			visual = "wielditem",
			textures = {itemname},
			visual_size = {x = s, y = s},
			collisionbox = {-c, -c, -c, c, c, c},
			automatic_rotate = math.pi * 0.5,
		}
		self.object:set_properties(prop)
	end,

	get_staticdata = function(self)
		return core.serialize({
			itemstring = self.itemstring,
			always_collect = self.always_collect,
			age = self.age
		})
	end,

	on_activate = function(self, staticdata, dtime_s)
		if string.sub(staticdata, 1, string.len("return")) == "return" then
			local data = core.deserialize(staticdata)
			if data and type(data) == "table" then
				self.itemstring = data.itemstring
				self.always_collect = data.always_collect
				if data.age then 
					self.age = data.age + dtime_s
				else
					self.age = dtime_s
				end
			end
		else
			self.itemstring = staticdata
		end
		self.object:set_armor_groups({immortal = 1})
		self.object:setvelocity({x = 0, y = 2, z = 0})
		self.object:setacceleration({x = 0, y = -10, z = 0})
		self:set_item(self.itemstring)
	end,

	on_step = function(self, dtime)
		self.age = self.age + dtime
		if time_to_live > 0 and self.age > time_to_live then
			self.itemstring = ''
			self.object:remove()
			return
		end
		local p = self.object:getpos()
		p.y = p.y - 0.5
		local nn = core.get_node(p).name
		-- If node is not registered or node is walkably solid and resting on nodebox
		local v = self.object:getvelocity()
		if not core.registered_nodes[nn] or core.registered_nodes[nn].walkable and v.y == 0 then
			if self.physical_state then
				local own_stack = ItemStack(self.object:get_luaentity().itemstring)
				for _,object in ipairs(core.get_objects_inside_radius(p, 0.8)) do
					local obj = object:get_luaentity()
					if obj and obj.name == "__builtin:item" and obj.physical_state == false then
						local stack = ItemStack(obj.itemstring)
						if own_stack:get_name() == stack:get_name() and stack:get_free_space() > 0 then 
							local overflow = false
							local count = stack:get_count() + own_stack:get_count()
							local max_count = stack:get_stack_max()
							if count>max_count then
								overflow = true
								count = count - max_count
							else
								self.itemstring = ''
							end	
							local pos=object:getpos() 
							pos.y = pos.y + (count - stack:get_count()) / max_count * 0.15
							object:moveto(pos, false)
							local s, c
							local max_count = stack:get_stack_max()
							local name = stack:get_name()
							if not overflow then
								obj.itemstring = name.." "..count
								s = 0.2 + 0.1 * (count / max_count)
								c = s
								object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								self.object:remove()
								return
							else
								s = 0.4
								c = 0.3
								object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								obj.itemstring = name.." "..max_count
								s = 0.2 + 0.1 * (count / max_count)
								c = s
								self.object:set_properties({
									visual_size = {x = s, y = s},
									collisionbox = {-c, -c, -c, c, c, c}
								})
								self.itemstring = name.." "..count
							end
						end
					end
				end
				self.object:setvelocity({x = 0, y = 0, z = 0})
				self.object:setacceleration({x = 0, y = 0, z = 0})
				self.physical_state = false
				self.object:set_properties({physical = false})
			end
		else
			if not self.physical_state then
				self.object:setvelocity({x = 0, y = 0, z = 0})
				self.object:setacceleration({x = 0, y = -10, z = 0})
				self.physical_state = true
				self.object:set_properties({physical = true})
			end
		end
	end,

	on_punch = function(self, hitter)
		if self.itemstring ~= '' then
			local left = hitter:get_inventory():add_item("main", self.itemstring)
			if not left:is_empty() then
				self.itemstring = left:to_string()
				return
			end
		end
		self.itemstring = ''
		self.object:remove()
	end,
})
geon_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 == 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(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 == false) 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 == 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.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; } 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; }