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path: root/builtin/mainmenu/init.lua
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--Minetest
--Copyright (C) 2014 sapier
--
--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.

mt_color_grey  = "#AAAAAA"
mt_color_blue  = "#0000DD"
mt_color_green = "#00DD00"
mt_color_dark_green = "#003300"

--for all other colors ask sfan5 to complete his work!

local menupath = core.get_mainmenu_path()
local basepath = core.get_builtin_path()
defaulttexturedir = core.get_texturepath_share() .. DIR_DELIM .. "base" ..
					DIR_DELIM .. "pack" .. DIR_DELIM

dofile(basepath .. DIR_DELIM .. "common" .. DIR_DELIM .. "async_event.lua")
dofile(basepath .. DIR_DELIM .. "common" .. DIR_DELIM .. "filterlist.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "buttonbar.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "dialog.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "tabview.lua")
dofile(basepath .. DIR_DELIM .. "fstk" .. DIR_DELIM .. "ui.lua")
dofile(menupath .. DIR_DELIM .. "common.lua")
dofile(menupath .. DIR_DELIM .. "gamemgr.lua")
dofile(menupath .. DIR_DELIM .. "modmgr.lua")
dofile(menupath .. DIR_DELIM .. "store.lua")
dofile(menupath .. DIR_DELIM .. "dlg_config_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_create_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_delete_mod.lua")
dofile(menupath .. DIR_DELIM .. "dlg_delete_world.lua")
dofile(menupath .. DIR_DELIM .. "dlg_rename_modpack.lua")
dofile(menupath .. DIR_DELIM .. "tab_credits.lua")
dofile(menupath .. DIR_DELIM .. "tab_mods.lua")
dofile(menupath .. DIR_DELIM .. "tab_multiplayer.lua")
dofile(menupath .. DIR_DELIM .. "tab_server.lua")
dofile(menupath .. DIR_DELIM .. "tab_settings.lua")
dofile(menupath .. DIR_DELIM .. "tab_singleplayer.lua")
dofile(menupath .. DIR_DELIM .. "tab_texturepacks.lua")
dofile(menupath .. DIR_DELIM .. "textures.lua")

--------------------------------------------------------------------------------
local function main_event_handler(tabview,event)
	if event == "MenuQuit" then
		core.close()
	end
	return true
end

--------------------------------------------------------------------------------
local function init_globals()
	--init gamedata
	gamedata.worldindex = 0

	menudata.worldlist = filterlist.create(
					core.get_worlds,
					compare_worlds,
					function(element,uid)
						if element.name == uid then
							return true
						end
						return false
					end, --unique id compare fct
					function(element,gameid)
						if element.gameid == gameid then
							return true
						end
						return false
					end --filter fct
					)

	menudata.worldlist:add_sort_mechanism("alphabetic",sort_worlds_alphabetic)
	menudata.worldlist:set_sortmode("alphabetic")

	if not core.setting_get("menu_last_game") then
		local default_game = core.setting_get("default_game") or "minetest"
		core.setting_set("menu_last_game", default_game )
	end

	mm_texture.init()

	--create main tabview
	local tv_main = tabview_create("maintab",{x=12,y=5.2},{x=0,y=0})
	tv_main:set_autosave_tab(true)
	tv_main:add(tab_singleplayer)
	tv_main:add(tab_multiplayer)
	tv_main:add(tab_server)
	tv_main:add(tab_settings)
	tv_main:add(tab_texturepacks)
	tv_main:add(tab_mods)
	tv_main:add(tab_credits)

	tv_main:set_global_event_handler(main_event_handler)

	tv_main:set_tab(core.setting_get("maintab_LAST"))
	ui.set_default("maintab")
	tv_main:show()

	--create modstore ui
	modstore.init({x=12,y=8},4,3)

	ui.update()

	core.sound_play("main_menu", true)
end

init_globals()
='#n598'>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
/*
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

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


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


DungeonGen::DungeonGen(INodeDefManager *ndef, u64 seed, s16 waterlevel) {
	this->ndef        = ndef;
	this->mapseed     = seed;
	this->water_level = waterlevel;
	
	np_rarity  = &nparams_dungeon_rarity;
	np_wetness = &nparams_dungeon_wetness;
	np_density = &nparams_dungeon_density;
	/*
	cid_water_source = ndef->getId("mapgen_water_source");
	cid_cobble       = ndef->getId("mapgen_cobble");
	cid_mossycobble  = ndef->getId("mapgen_mossycobble");
	cid_torch        = ndef->getId("default:torch");
	*/
}


void DungeonGen::generate(ManualMapVoxelManipulator *vm, u32 bseed,
						 v3s16 nmin, v3s16 nmax) {
	//TimeTaker t("gen dungeons");
	int approx_groundlevel = 10 + water_level;

	if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
		NoisePerlin3D(np_rarity, nmin.X, nmin.Y, nmin.Z, mapseed) < 0.2)
		return;
		
	this->vmanip    = vm;
	this->blockseed = bseed;
	random.seed(bseed + 2);

	cid_water_source = ndef->getId("mapgen_water_source");
	cid_cobble       = ndef->getId("mapgen_cobble");
	cid_mossycobble  = ndef->getId("mapgen_mossycobble");
	//cid_torch        = ndef->getId("default:torch");
	cid_cobblestair  = ndef->getId("stairs:stair_cobble");

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

	// Set all air and water 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 = vmanip->m_area.index(nmin.X, y, z);
			for (s16 x = nmin.X; x <= nmax.X; x++) {
				content_t c = vmanip->m_data[i].getContent();
				if (c == CONTENT_AIR || c == cid_water_source)
					vmanip->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
				i++;
			}
		}
	}
	
	// Add it
	makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
	
	// Convert some cobble to mossy cobble
	for (s16 z = nmin.Z; z <= nmax.Z; z++) {
		for (s16 y = nmin.Y; y <= nmax.Y; y++) {
			u32 i = vmanip->m_area.index(nmin.X, y, z);
			for (s16 x = nmin.X; x <= nmax.X; x++) {
				if (vmanip->m_data[i].getContent() == cid_cobble) {
					float wetness = NoisePerlin3D(np_wetness, x, y, z, mapseed);
					float density = NoisePerlin3D(np_density, x, y, z, blockseed);
					if (density < wetness / 3.0)
						vmanip->m_data[i].setContent(cid_mossycobble);
				}
				i++;
			}
		}
	}
	
	//printf("== gen dungeons: %dms\n", t.stop());
}


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

	/*
		Find place for first room
	*/
	bool fits = false;
	for (u32 i = 0; i < 100; 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));
		
		// start_padding is used to disallow starting the generation of
		// a dungeon in a neighboring generation chunk
		roomplace = vmanip->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 = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE)
			{
				fits = false;
				break;
			}
			if (vmanip->m_data[vi].getContent() == CONTENT_IGNORE)
			{
				fits = false;
				break;
			}
		}
		if (fits)
			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);

		// Place torch at room center (for testing)
		//vmanip->m_data[vmanip->m_area.index(room_center)] = MapNode(cid_torch);

		// 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;
		bool r = findPlaceForDoor(doorplace, doordir);
		if (r == false)
			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));
		m_pos = corridor_end;
		m_dir = corridor_end_dir;
		r = findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace);
		if (r == false)
			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(cid_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 (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
			if (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->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 (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
			if (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->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 (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->m_data[vi] = n_cobble;
		}
		{
			v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
			if (vmanip->m_area.contains(p) == false)
				continue;
			u32 vi = vmanip->m_area.index(p);
			if (vmanip->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
				continue;
			vmanip->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 (vmanip->m_area.contains(p) == false)
			continue;
		u32 vi = vmanip->m_area.index(p);
		vmanip->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
		vmanip->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 (vmanip->m_area.contains(p) == false)
			continue;
		u32 vi = vmanip->m_area.index(p);
		if (vmanip->m_flags[vi] & avoid_flags)
			continue;
		vmanip->m_flags[vi] |= or_flags;
		vmanip->m_data[vi]   = n;
	}
}


void DungeonGen::makeHole(v3s16 place)
{
	makeFill(place, v3s16(1, 2, 1), 0, MapNode(CONTENT_AIR),
			VMANIP_FLAG_DUNGEON_INSIDE);
}


void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
{
	makeHole(doorplace);
	// Place torch (for testing)
	//vmanip->m_data[vmanip->m_area.index(doorplace)] = MapNode(cid_torch);
}


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 (vmanip->m_area.contains(p) == true &&
			vmanip->m_area.contains(p + v3s16(0, 1, 0)) == true) {
			if (make_stairs) {
				makeFill(p + v3s16(-1, -1, -1), v3s16(3, 5, 3),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_cobble), 0);
				makeHole(p);
				makeHole(p - dir);
				
				// TODO: fix stairs code so it works 100% (quite difficult)

				// exclude stairs from the bottom step
				if (((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 = vmanip->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
					if (vmanip->m_data[vi].getContent() == cid_cobble)
						vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
					
					vi = vmanip->m_area.index(p.X, p.Y, p.Z);
					if (vmanip->m_data[vi].getContent() == cid_cobble)
						vmanip->m_data[vi] = MapNode(cid_cobblestair, 0, facedir);
				}
			} else {
				makeFill(p + v3s16(-1, -1, -1), v3s16(3, 4, 3),
						VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(cid_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 (vmanip->m_area.contains(p) == false
		 || vmanip->m_area.contains(p1) == false
		 || i % 4 == 0)
		{
			randomizeDir();
			continue;
		}
		if (vmanip->getNodeNoExNoEmerge(p).getContent()  == cid_cobble
		 && vmanip->getNodeNoExNoEmerge(p1).getContent() == cid_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 (vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == cid_cobble
		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
			p += v3s16(0,1,0);
		// Jump one down if the actual space is there
		if (vmanip->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == cid_cobble
		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
		 && vmanip->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
			p += v3s16(0,-1,0);
		// Check if walking is now possible
		if (vmanip->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
		 || vmanip->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 (vmanip->m_area.contains(p) == false)
			{
				fits = false;
				break;
			}
			if (vmanip->m_flags[vmanip->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)
{
	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;
}