1 /*
2 dungeongen.cpp
3 Copyright (C) 2010-2013 celeron55, Perttu Ahola <celeron55@gmail.com>
4 */
5
6 /*
7 This file is part of Freeminer.
8
9 Freeminer is free software: you can redistribute it and/or modify
10 it under the terms of the GNU General Public License as published by
11 the Free Software Foundation, either version 3 of the License, or
12 (at your option) any later version.
13
14 Freeminer is distributed in the hope that it will be useful,
15 but WITHOUT ANY WARRANTY; without even the implied warranty of
16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
17 GNU General Public License for more details.
18
19 You should have received a copy of the GNU General Public License
20 along with Freeminer. If not, see <http://www.gnu.org/licenses/>.
21 */
22
23 #include "dungeongen.h"
24 #include "mapgen.h"
25 #include "voxel.h"
26 #include "noise.h"
27 #include "mapblock.h"
28 #include "mapnode.h"
29 #include "map.h"
30 #include "nodedef.h"
31 #include "profiler.h"
32 #include "settings.h" // For g_settings
33 #include "main.h" // For g_profiler
34
35 //#define DGEN_USE_TORCHES
36
37 NoiseParams nparams_dungeon_rarity(0.0, 1.0, v3f(500.0, 500.0, 500.0), 0, 2, 0.8);
38 NoiseParams nparams_dungeon_wetness(0.0, 1.0, v3f(40.0, 40.0, 40.0), 32474, 4, 1.1);
39 NoiseParams nparams_dungeon_density(0.0, 1.0, v3f(2.5, 2.5, 2.5), 0, 2, 1.4);
40
41
42 ///////////////////////////////////////////////////////////////////////////////
43
44
DungeonGen(Mapgen * mapgen,DungeonParams * dparams)45 DungeonGen::DungeonGen(Mapgen *mapgen, DungeonParams *dparams) {
46 this->mg = mapgen;
47 this->vm = mapgen->vm;
48
49 #ifdef DGEN_USE_TORCHES
50 c_torch = ndef->getId("default:torch");
51 #endif
52
53 if (dparams) {
54 memcpy(&dp, dparams, sizeof(dp));
55 } else {
56 dp.c_water = mg->ndef->getId("mapgen_water_source");
57 dp.c_cobble = mg->ndef->getId("mapgen_cobble");
58 dp.c_moss = mg->ndef->getId("mapgen_mossycobble");
59 dp.c_stair = mg->ndef->getId("mapgen_stair_cobble");
60
61 dp.diagonal_dirs = false;
62 dp.mossratio = 3.0;
63 dp.holesize = v3s16(1, 2, 1);
64 dp.roomsize = v3s16(0,0,0);
65 dp.notifytype = GENNOTIFY_DUNGEON;
66
67 dp.np_rarity = nparams_dungeon_rarity;
68 dp.np_wetness = nparams_dungeon_wetness;
69 dp.np_density = nparams_dungeon_density;
70 }
71 }
72
73
generate(u32 bseed,v3s16 nmin,v3s16 nmax)74 void DungeonGen::generate(u32 bseed, v3s16 nmin, v3s16 nmax) {
75 //TimeTaker t("gen dungeons");
76 int approx_groundlevel = 10 + mg->water_level;
77
78 if ((nmin.Y + nmax.Y) / 2 >= approx_groundlevel ||
79 NoisePerlin3D(&dp.np_rarity, nmin.X, nmin.Y, nmin.Z, mg->seed) < 0.2)
80 return;
81
82 this->blockseed = bseed;
83 random.seed(bseed + 2);
84
85 // Dungeon generator doesn't modify places which have this set
86 vm->clearFlag(VMANIP_FLAG_DUNGEON_INSIDE | VMANIP_FLAG_DUNGEON_PRESERVE);
87
88 // Set all air and water to be untouchable to make dungeons open
89 // to caves and open air
90 for (s16 z = nmin.Z; z <= nmax.Z; z++) {
91 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
92 u32 i = vm->m_area.index(nmin.X, y, z);
93 for (s16 x = nmin.X; x <= nmax.X; x++) {
94 content_t c = vm->m_data[i].getContent();
95 if (c == CONTENT_AIR || c == dp.c_water)
96 vm->m_flags[i] |= VMANIP_FLAG_DUNGEON_PRESERVE;
97 i++;
98 }
99 }
100 }
101
102 // Add it
103 makeDungeon(v3s16(1,1,1) * MAP_BLOCKSIZE);
104
105 // Convert some cobble to mossy cobble
106 if (dp.mossratio != 0.0) {
107 for (s16 z = nmin.Z; z <= nmax.Z; z++)
108 for (s16 y = nmin.Y; y <= nmax.Y; y++) {
109 u32 i = vm->m_area.index(nmin.X, y, z);
110 for (s16 x = nmin.X; x <= nmax.X; x++) {
111 if (vm->m_data[i].getContent() == dp.c_cobble) {
112 float wetness = NoisePerlin3D(&dp.np_wetness, x, y, z, mg->seed);
113 float density = NoisePerlin3D(&dp.np_density, x, y, z, blockseed);
114 if (density < wetness / dp.mossratio)
115 vm->m_data[i].setContent(dp.c_moss);
116 }
117 i++;
118 }
119 }
120 }
121
122 //printf("== gen dungeons: %dms\n", t.stop());
123 }
124
125
makeDungeon(v3s16 start_padding)126 void DungeonGen::makeDungeon(v3s16 start_padding)
127 {
128 v3s16 areasize = vm->m_area.getExtent();
129 v3s16 roomsize;
130 v3s16 roomplace;
131
132 /*
133 Find place for first room
134 */
135 bool fits = false;
136 for (u32 i = 0; i < 100 && !fits; i++)
137 {
138 bool is_large_room = ((random.next() & 3) == 1);
139 roomsize = is_large_room ?
140 v3s16(random.range(8, 16),random.range(8, 16),random.range(8, 16)) :
141 v3s16(random.range(4, 8),random.range(4, 6),random.range(4, 8));
142 roomsize += dp.roomsize;
143
144 // start_padding is used to disallow starting the generation of
145 // a dungeon in a neighboring generation chunk
146 roomplace = vm->m_area.MinEdge + start_padding + v3s16(
147 random.range(0,areasize.X-roomsize.X-1-start_padding.X),
148 random.range(0,areasize.Y-roomsize.Y-1-start_padding.Y),
149 random.range(0,areasize.Z-roomsize.Z-1-start_padding.Z));
150
151 /*
152 Check that we're not putting the room to an unknown place,
153 otherwise it might end up floating in the air
154 */
155 fits = true;
156 for (s16 z = 1; z < roomsize.Z - 1; z++)
157 for (s16 y = 1; y < roomsize.Y - 1; y++)
158 for (s16 x = 1; x < roomsize.X - 1; x++)
159 {
160 v3s16 p = roomplace + v3s16(x, y, z);
161 u32 vi = vm->m_area.index(p);
162 if ((vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_INSIDE) ||
163 vm->m_data[vi].getContent() == CONTENT_IGNORE) {
164 fits = false;
165 break;
166 }
167 }
168 }
169 // No place found
170 if (fits == false)
171 return;
172
173 /*
174 Stores the center position of the last room made, so that
175 a new corridor can be started from the last room instead of
176 the new room, if chosen so.
177 */
178 v3s16 last_room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
179
180 u32 room_count = random.range(2, 16);
181 for (u32 i = 0; i < room_count; i++)
182 {
183 // Make a room to the determined place
184 makeRoom(roomsize, roomplace);
185
186 v3s16 room_center = roomplace + v3s16(roomsize.X / 2, 1, roomsize.Z / 2);
187 if (mg->gennotify & (1 << dp.notifytype)) {
188 std::vector <v3s16> *nvec = mg->gen_notifications[dp.notifytype];
189 nvec->push_back(room_center);
190 }
191
192 #ifdef DGEN_USE_TORCHES
193 // Place torch at room center (for testing)
194 vm->m_data[vm->m_area.index(room_center)] = MapNode(c_torch);
195 #endif
196
197 // Quit if last room
198 if (i == room_count - 1)
199 break;
200
201 // Determine walker start position
202
203 bool start_in_last_room = (random.range(0, 2) != 0);
204
205 v3s16 walker_start_place;
206
207 if (start_in_last_room) {
208 walker_start_place = last_room_center;
209 } else {
210 walker_start_place = room_center;
211 // Store center of current room as the last one
212 last_room_center = room_center;
213 }
214
215 // Create walker and find a place for a door
216 v3s16 doorplace;
217 v3s16 doordir;
218
219 m_pos = walker_start_place;
220 if (!findPlaceForDoor(doorplace, doordir))
221 return;
222
223 if (random.range(0,1) == 0)
224 // Make the door
225 makeDoor(doorplace, doordir);
226 else
227 // Don't actually make a door
228 doorplace -= doordir;
229
230 // Make a random corridor starting from the door
231 v3s16 corridor_end;
232 v3s16 corridor_end_dir;
233 makeCorridor(doorplace, doordir, corridor_end, corridor_end_dir);
234
235 // Find a place for a random sized room
236 roomsize = v3s16(random.range(4,8),random.range(4,6),random.range(4,8));
237 roomsize += dp.roomsize;
238
239 m_pos = corridor_end;
240 m_dir = corridor_end_dir;
241 if (!findPlaceForRoomDoor(roomsize, doorplace, doordir, roomplace))
242 return;
243
244 if (random.range(0,1) == 0)
245 // Make the door
246 makeDoor(doorplace, doordir);
247 else
248 // Don't actually make a door
249 roomplace -= doordir;
250
251 }
252 }
253
254
makeRoom(v3s16 roomsize,v3s16 roomplace)255 void DungeonGen::makeRoom(v3s16 roomsize, v3s16 roomplace)
256 {
257 MapNode n_cobble(dp.c_cobble);
258 MapNode n_air(CONTENT_AIR);
259
260 // Make +-X walls
261 for (s16 z = 0; z < roomsize.Z; z++)
262 for (s16 y = 0; y < roomsize.Y; y++)
263 {
264 {
265 v3s16 p = roomplace + v3s16(0, y, z);
266 if (vm->m_area.contains(p) == false)
267 continue;
268 u32 vi = vm->m_area.index(p);
269 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
270 continue;
271 vm->m_data[vi] = n_cobble;
272 }
273 {
274 v3s16 p = roomplace + v3s16(roomsize.X - 1, y, z);
275 if (vm->m_area.contains(p) == false)
276 continue;
277 u32 vi = vm->m_area.index(p);
278 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
279 continue;
280 vm->m_data[vi] = n_cobble;
281 }
282 }
283
284 // Make +-Z walls
285 for (s16 x = 0; x < roomsize.X; x++)
286 for (s16 y = 0; y < roomsize.Y; y++)
287 {
288 {
289 v3s16 p = roomplace + v3s16(x, y, 0);
290 if (vm->m_area.contains(p) == false)
291 continue;
292 u32 vi = vm->m_area.index(p);
293 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
294 continue;
295 vm->m_data[vi] = n_cobble;
296 }
297 {
298 v3s16 p = roomplace + v3s16(x, y, roomsize.Z - 1);
299 if (vm->m_area.contains(p) == false)
300 continue;
301 u32 vi = vm->m_area.index(p);
302 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
303 continue;
304 vm->m_data[vi] = n_cobble;
305 }
306 }
307
308 // Make +-Y walls (floor and ceiling)
309 for (s16 z = 0; z < roomsize.Z; z++)
310 for (s16 x = 0; x < roomsize.X; x++)
311 {
312 {
313 v3s16 p = roomplace + v3s16(x, 0, z);
314 if (vm->m_area.contains(p) == false)
315 continue;
316 u32 vi = vm->m_area.index(p);
317 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
318 continue;
319 vm->m_data[vi] = n_cobble;
320 }
321 {
322 v3s16 p = roomplace + v3s16(x,roomsize. Y - 1, z);
323 if (vm->m_area.contains(p) == false)
324 continue;
325 u32 vi = vm->m_area.index(p);
326 if (vm->m_flags[vi] & VMANIP_FLAG_DUNGEON_UNTOUCHABLE)
327 continue;
328 vm->m_data[vi] = n_cobble;
329 }
330 }
331
332 // Fill with air
333 for (s16 z = 1; z < roomsize.Z - 1; z++)
334 for (s16 y = 1; y < roomsize.Y - 1; y++)
335 for (s16 x = 1; x < roomsize.X - 1; x++)
336 {
337 v3s16 p = roomplace + v3s16(x, y, z);
338 if (vm->m_area.contains(p) == false)
339 continue;
340 u32 vi = vm->m_area.index(p);
341 vm->m_flags[vi] |= VMANIP_FLAG_DUNGEON_UNTOUCHABLE;
342 vm->m_data[vi] = n_air;
343 }
344 }
345
346
makeFill(v3s16 place,v3s16 size,u8 avoid_flags,MapNode n,u8 or_flags)347 void DungeonGen::makeFill(v3s16 place, v3s16 size,
348 u8 avoid_flags, MapNode n, u8 or_flags)
349 {
350 for (s16 z = 0; z < size.Z; z++)
351 for (s16 y = 0; y < size.Y; y++)
352 for (s16 x = 0; x < size.X; x++)
353 {
354 v3s16 p = place + v3s16(x, y, z);
355 if (vm->m_area.contains(p) == false)
356 continue;
357 u32 vi = vm->m_area.index(p);
358 if (vm->m_flags[vi] & avoid_flags)
359 continue;
360 vm->m_flags[vi] |= or_flags;
361 vm->m_data[vi] = n;
362 }
363 }
364
365
makeHole(v3s16 place)366 void DungeonGen::makeHole(v3s16 place)
367 {
368 makeFill(place, dp.holesize, 0,
369 MapNode(CONTENT_AIR), VMANIP_FLAG_DUNGEON_INSIDE);
370 }
371
372
makeDoor(v3s16 doorplace,v3s16 doordir)373 void DungeonGen::makeDoor(v3s16 doorplace, v3s16 doordir)
374 {
375 makeHole(doorplace);
376
377 #ifdef DGEN_USE_TORCHES
378 // Place torch (for testing)
379 vm->m_data[vm->m_area.index(doorplace)] = MapNode(c_torch);
380 #endif
381 }
382
383
makeCorridor(v3s16 doorplace,v3s16 doordir,v3s16 & result_place,v3s16 & result_dir)384 void DungeonGen::makeCorridor(v3s16 doorplace,
385 v3s16 doordir, v3s16 &result_place, v3s16 &result_dir)
386 {
387 makeHole(doorplace);
388 v3s16 p0 = doorplace;
389 v3s16 dir = doordir;
390 u32 length;
391 /*if (random.next() % 2)
392 length = random.range(1, 13);
393 else
394 length = random.range(1, 6);*/
395 length = random.range(1, 13);
396 u32 partlength = random.range(1, 13);
397 u32 partcount = 0;
398 s16 make_stairs = 0;
399
400 if (random.next() % 2 == 0 && partlength >= 3)
401 make_stairs = random.next() % 2 ? 1 : -1;
402
403 for (u32 i = 0; i < length; i++) {
404 v3s16 p = p0 + dir;
405 if (partcount != 0)
406 p.Y += make_stairs;
407
408 if (vm->m_area.contains(p) == true &&
409 vm->m_area.contains(p + v3s16(0, 1, 0)) == true) {
410 if (make_stairs) {
411 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 3, 2),
412 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
413 makeHole(p);
414 makeHole(p - dir);
415
416 // TODO: fix stairs code so it works 100% (quite difficult)
417
418 // exclude stairs from the bottom step
419 // exclude stairs from diagonal steps
420 if (((dir.X ^ dir.Z) & 1) &&
421 (((make_stairs == 1) && i != 0) ||
422 ((make_stairs == -1) && i != length - 1))) {
423 // rotate face 180 deg if making stairs backwards
424 int facedir = dir_to_facedir(dir * make_stairs);
425
426 u32 vi = vm->m_area.index(p.X - dir.X, p.Y - 1, p.Z - dir.Z);
427 if (vm->m_data[vi].getContent() == dp.c_cobble)
428 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
429
430 vi = vm->m_area.index(p.X, p.Y, p.Z);
431 if (vm->m_data[vi].getContent() == dp.c_cobble)
432 vm->m_data[vi] = MapNode(dp.c_stair, 0, facedir);
433 }
434 } else {
435 makeFill(p + v3s16(-1, -1, -1), dp.holesize + v3s16(2, 2, 2),
436 VMANIP_FLAG_DUNGEON_UNTOUCHABLE, MapNode(dp.c_cobble), 0);
437 makeHole(p);
438 }
439
440 p0 = p;
441 } else {
442 // Can't go here, turn away
443 dir = turn_xz(dir, random.range(0, 1));
444 make_stairs = -make_stairs;
445 partcount = 0;
446 partlength = random.range(1, length);
447 continue;
448 }
449
450 partcount++;
451 if (partcount >= partlength) {
452 partcount = 0;
453
454 dir = random_turn(random, dir);
455
456 partlength = random.range(1,length);
457
458 make_stairs = 0;
459 if (random.next() % 2 == 0 && partlength >= 3)
460 make_stairs = random.next() % 2 ? 1 : -1;
461 }
462 }
463 result_place = p0;
464 result_dir = dir;
465 }
466
467
findPlaceForDoor(v3s16 & result_place,v3s16 & result_dir)468 bool DungeonGen::findPlaceForDoor(v3s16 &result_place, v3s16 &result_dir)
469 {
470 for (u32 i = 0; i < 100; i++)
471 {
472 v3s16 p = m_pos + m_dir;
473 v3s16 p1 = p + v3s16(0, 1, 0);
474 if (vm->m_area.contains(p) == false
475 || vm->m_area.contains(p1) == false
476 || i % 4 == 0)
477 {
478 randomizeDir();
479 continue;
480 }
481 if (vm->getNodeNoExNoEmerge(p).getContent() == dp.c_cobble
482 && vm->getNodeNoExNoEmerge(p1).getContent() == dp.c_cobble)
483 {
484 // Found wall, this is a good place!
485 result_place = p;
486 result_dir = m_dir;
487 // Randomize next direction
488 randomizeDir();
489 return true;
490 }
491 /*
492 Determine where to move next
493 */
494 // Jump one up if the actual space is there
495 if (vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == dp.c_cobble
496 && vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == CONTENT_AIR
497 && vm->getNodeNoExNoEmerge(p+v3s16(0,2,0)).getContent() == CONTENT_AIR)
498 p += v3s16(0,1,0);
499 // Jump one down if the actual space is there
500 if (vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() == dp.c_cobble
501 && vm->getNodeNoExNoEmerge(p+v3s16(0,0,0)).getContent() == CONTENT_AIR
502 && vm->getNodeNoExNoEmerge(p+v3s16(0,-1,0)).getContent() == CONTENT_AIR)
503 p += v3s16(0,-1,0);
504 // Check if walking is now possible
505 if (vm->getNodeNoExNoEmerge(p).getContent() != CONTENT_AIR
506 || vm->getNodeNoExNoEmerge(p+v3s16(0,1,0)).getContent() != CONTENT_AIR)
507 {
508 // Cannot continue walking here
509 randomizeDir();
510 continue;
511 }
512 // Move there
513 m_pos = p;
514 }
515 return false;
516 }
517
518
findPlaceForRoomDoor(v3s16 roomsize,v3s16 & result_doorplace,v3s16 & result_doordir,v3s16 & result_roomplace)519 bool DungeonGen::findPlaceForRoomDoor(v3s16 roomsize, v3s16 &result_doorplace,
520 v3s16 &result_doordir, v3s16 &result_roomplace)
521 {
522 for (s16 trycount = 0; trycount < 30; trycount++)
523 {
524 v3s16 doorplace;
525 v3s16 doordir;
526 bool r = findPlaceForDoor(doorplace, doordir);
527 if (r == false)
528 continue;
529 v3s16 roomplace;
530 // X east, Z north, Y up
531 #if 1
532 if (doordir == v3s16(1, 0, 0)) // X+
533 roomplace = doorplace +
534 v3s16(0, -1, random.range(-roomsize.Z + 2, -2));
535 if (doordir == v3s16(-1, 0, 0)) // X-
536 roomplace = doorplace +
537 v3s16(-roomsize.X + 1, -1, random.range(-roomsize.Z + 2, -2));
538 if (doordir == v3s16(0, 0, 1)) // Z+
539 roomplace = doorplace +
540 v3s16(random.range(-roomsize.X + 2, -2), -1, 0);
541 if (doordir == v3s16(0, 0, -1)) // Z-
542 roomplace = doorplace +
543 v3s16(random.range(-roomsize.X + 2, -2), -1, -roomsize.Z + 1);
544 #endif
545 #if 0
546 if (doordir == v3s16(1, 0, 0)) // X+
547 roomplace = doorplace + v3s16(0, -1, -roomsize.Z / 2);
548 if (doordir == v3s16(-1, 0, 0)) // X-
549 roomplace = doorplace + v3s16(-roomsize.X+1,-1,-roomsize.Z / 2);
550 if (doordir == v3s16(0, 0, 1)) // Z+
551 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, 0);
552 if (doordir == v3s16(0, 0, -1)) // Z-
553 roomplace = doorplace + v3s16(-roomsize.X / 2, -1, -roomsize.Z + 1);
554 #endif
555
556 // Check fit
557 bool fits = true;
558 for (s16 z = 1; z < roomsize.Z - 1; z++)
559 for (s16 y = 1; y < roomsize.Y - 1; y++)
560 for (s16 x = 1; x < roomsize.X - 1; x++)
561 {
562 v3s16 p = roomplace + v3s16(x, y, z);
563 if (vm->m_area.contains(p) == false)
564 {
565 fits = false;
566 break;
567 }
568 if (vm->m_flags[vm->m_area.index(p)]
569 & VMANIP_FLAG_DUNGEON_INSIDE)
570 {
571 fits = false;
572 break;
573 }
574 }
575 if(fits == false)
576 {
577 // Find new place
578 continue;
579 }
580 result_doorplace = doorplace;
581 result_doordir = doordir;
582 result_roomplace = roomplace;
583 return true;
584 }
585 return false;
586 }
587
588
rand_ortho_dir(PseudoRandom & random,bool diagonal_dirs)589 v3s16 rand_ortho_dir(PseudoRandom &random, bool diagonal_dirs)
590 {
591 // Make diagonal directions somewhat rare
592 if (diagonal_dirs && (random.next() % 4 == 0)) {
593 v3s16 dir;
594 int trycount = 0;
595
596 do {
597 trycount++;
598 dir = v3s16(random.next() % 3 - 1, 0, random.next() % 3 - 1);
599 } while ((dir.X == 0 && dir.Z == 0) && trycount < 10);
600
601 return dir;
602 } else {
603 if (random.next() % 2 == 0)
604 return random.next() % 2 ? v3s16(-1, 0, 0) : v3s16(1, 0, 0);
605 else
606 return random.next() % 2 ? v3s16(0, 0, -1) : v3s16(0, 0, 1);
607 }
608 }
609
610
turn_xz(v3s16 olddir,int t)611 v3s16 turn_xz(v3s16 olddir, int t)
612 {
613 v3s16 dir;
614 if (t == 0)
615 {
616 // Turn right
617 dir.X = olddir.Z;
618 dir.Z = -olddir.X;
619 dir.Y = olddir.Y;
620 }
621 else
622 {
623 // Turn left
624 dir.X = -olddir.Z;
625 dir.Z = olddir.X;
626 dir.Y = olddir.Y;
627 }
628 return dir;
629 }
630
631
random_turn(PseudoRandom & random,v3s16 olddir)632 v3s16 random_turn(PseudoRandom &random, v3s16 olddir)
633 {
634 int turn = random.range(0, 2);
635 v3s16 dir;
636 if (turn == 0)
637 {
638 // Go straight
639 dir = olddir;
640 }
641 else if (turn == 1)
642 // Turn right
643 dir = turn_xz(olddir, 0);
644 else
645 // Turn left
646 dir = turn_xz(olddir, 1);
647 return dir;
648 }
649
650
dir_to_facedir(v3s16 d)651 int dir_to_facedir(v3s16 d) {
652 if (abs(d.X) > abs(d.Z))
653 return d.X < 0 ? 3 : 1;
654 else
655 return d.Z < 0 ? 2 : 0;
656 }
657