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      1  1.10       mrg /*	$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $	*/
      2   1.2   mycroft 
      3   1.1       cgd /*
      4   1.5  christos  * movem.c (move monster)		Larn is copyrighted 1986 by Noah Morgan.
      5   1.1       cgd  *
      6   1.5  christos  * Here are the functions in this file:
      7   1.1       cgd  *
      8   1.5  christos  * movemonst()		Routine to move the monsters toward the player
      9   1.5  christos  * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
     10   1.5  christos  * mmove(x,y,xd,yd)	Function to actually perform the monster movement
     11   1.5  christos  * movsphere() 		Function to look for and move spheres of annihilation
     12   1.1       cgd  */
     13   1.5  christos #include <sys/cdefs.h>
     14   1.5  christos #ifndef lint
     15  1.10       mrg __RCSID("$NetBSD: movem.c,v 1.10 2019/02/03 03:19:25 mrg Exp $");
     16   1.5  christos #endif				/* not lint */
     17   1.5  christos 
     18   1.1       cgd #include "header.h"
     19   1.5  christos #include "extern.h"
     20   1.1       cgd 
     21   1.7  dholland static void movemt(int, int);
     22   1.7  dholland static void mmove(int, int, int, int);
     23   1.7  dholland static void movsphere(void);
     24   1.7  dholland 
     25   1.1       cgd /*
     26   1.5  christos  * movemonst()		Routine to move the monsters toward the player
     27   1.1       cgd  *
     28   1.5  christos  * This routine has the responsibility to determine which monsters are to
     29   1.5  christos  * move, and call movemt() to do the move.
     30   1.5  christos  * Returns no value.
     31   1.1       cgd  */
     32   1.5  christos static short    w1[9], w1x[9], w1y[9];
     33   1.5  christos static int      tmp1, tmp2, tmp3, tmp4, distance;
     34   1.5  christos void
     35   1.9  dholland movemonst(void)
     36   1.5  christos {
     37   1.5  christos 	int    i, j;
     38   1.5  christos 	if (c[TIMESTOP])
     39   1.5  christos 		return;		/* no action if time is stopped */
     40   1.5  christos 	if (c[HASTESELF])
     41   1.5  christos 		if ((c[HASTESELF] & 1) == 0)
     42   1.5  christos 			return;
     43   1.5  christos 	if (spheres)
     44   1.5  christos 		movsphere();	/* move the spheres of annihilation if any */
     45   1.5  christos 	if (c[HOLDMONST])
     46   1.5  christos 		return;		/* no action if monsters are held */
     47   1.5  christos 
     48   1.5  christos 	if (c[AGGRAVATE]) {	/* determine window of monsters to move */
     49   1.5  christos 		tmp1 = playery - 5;
     50   1.5  christos 		tmp2 = playery + 6;
     51   1.5  christos 		tmp3 = playerx - 10;
     52   1.5  christos 		tmp4 = playerx + 11;
     53   1.5  christos 		distance = 40;	/* depth of intelligent monster movement */
     54   1.5  christos 	} else {
     55   1.5  christos 		tmp1 = playery - 3;
     56   1.5  christos 		tmp2 = playery + 4;
     57   1.5  christos 		tmp3 = playerx - 5;
     58   1.5  christos 		tmp4 = playerx + 6;
     59   1.5  christos 		distance = 17;	/* depth of intelligent monster movement */
     60   1.5  christos 	}
     61   1.5  christos 
     62   1.5  christos 	if (level == 0) {	/* if on outside level monsters can move in
     63   1.5  christos 				 * perimeter */
     64   1.5  christos 		if (tmp1 < 0)
     65   1.5  christos 			tmp1 = 0;
     66   1.5  christos 		if (tmp2 > MAXY)
     67   1.5  christos 			tmp2 = MAXY;
     68   1.5  christos 		if (tmp3 < 0)
     69   1.5  christos 			tmp3 = 0;
     70   1.5  christos 		if (tmp4 > MAXX)
     71   1.5  christos 			tmp4 = MAXX;
     72   1.5  christos 	} else {		/* if in a dungeon monsters can't be on the
     73   1.5  christos 				 * perimeter (wall there) */
     74   1.5  christos 		if (tmp1 < 1)
     75   1.5  christos 			tmp1 = 1;
     76   1.5  christos 		if (tmp2 > MAXY - 1)
     77   1.5  christos 			tmp2 = MAXY - 1;
     78   1.5  christos 		if (tmp3 < 1)
     79   1.5  christos 			tmp3 = 1;
     80   1.5  christos 		if (tmp4 > MAXX - 1)
     81   1.5  christos 			tmp4 = MAXX - 1;
     82   1.5  christos 	}
     83   1.1       cgd 
     84   1.5  christos 	for (j = tmp1; j < tmp2; j++)	/* now reset monster moved flags */
     85   1.5  christos 		for (i = tmp3; i < tmp4; i++)
     86   1.1       cgd 			moved[i][j] = 0;
     87   1.5  christos 	moved[lasthx][lasthy] = 0;
     88   1.5  christos 
     89   1.5  christos 	if (c[AGGRAVATE] || !c[STEALTH]) {	/* who gets moved? split for
     90   1.5  christos 						 * efficiency */
     91   1.5  christos 		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
     92   1.5  christos 						 * window */
     93   1.5  christos 			for (i = tmp3; i < tmp4; i++)
     94   1.5  christos 				if (mitem[i][j])	/* if there is a monster
     95   1.5  christos 							 * to move */
     96   1.5  christos 					if (moved[i][j] == 0)	/* if it has not already
     97   1.5  christos 								 * been moved */
     98   1.5  christos 						movemt(i, j);	/* go and move the
     99   1.5  christos 								 * monster */
    100   1.5  christos 	} else {		/* not aggravated and not stealth */
    101   1.5  christos 		for (j = tmp1; j < tmp2; j++)	/* look thru all locations in
    102   1.5  christos 						 * window */
    103   1.5  christos 			for (i = tmp3; i < tmp4; i++)
    104   1.5  christos 				if (mitem[i][j])	/* if there is a monster
    105   1.5  christos 							 * to move */
    106   1.5  christos 					if (moved[i][j] == 0)	/* if it has not already
    107   1.5  christos 								 * been moved */
    108   1.5  christos 						if (stealth[i][j])	/* if it is asleep due
    109   1.5  christos 									 * to stealth */
    110   1.5  christos 							movemt(i, j);	/* go and move the
    111   1.5  christos 									 * monster */
    112   1.5  christos 	}
    113   1.1       cgd 
    114   1.5  christos 	if (mitem[lasthx][lasthy]) {	/* now move monster last hit by
    115   1.5  christos 					 * player if not already moved */
    116   1.5  christos 		if (moved[lasthx][lasthy] == 0) {	/* if it has not already
    117   1.5  christos 							 * been moved */
    118   1.5  christos 			movemt(lasthx, lasthy);
    119   1.5  christos 			lasthx = w1x[0];
    120   1.5  christos 			lasthy = w1y[0];
    121   1.1       cgd 		}
    122   1.1       cgd 	}
    123   1.5  christos }
    124   1.1       cgd 
    125   1.1       cgd /*
    126   1.5  christos  * movemt(x,y)		Function to move a monster at (x,y) -- must determine where
    127   1.5  christos  * 	int x,y;
    128   1.1       cgd  *
    129   1.5  christos  * This routine is responsible for determining where one monster at (x,y) will
    130   1.5  christos  * move to.  Enter with the monsters coordinates in (x,y).
    131   1.5  christos  * Returns no value.
    132   1.1       cgd  */
    133   1.5  christos static int      tmpitem, xl, xh, yl, yh;
    134   1.7  dholland static void
    135   1.9  dholland movemt(int i, int j)
    136   1.5  christos {
    137   1.5  christos 	int    k, m, z, tmp, xtmp, ytmp, monst;
    138   1.5  christos 	switch (monst = mitem[i][j]) {	/* for half speed monsters */
    139   1.5  christos 	case TROGLODYTE:
    140   1.5  christos 	case HOBGOBLIN:
    141   1.5  christos 	case METAMORPH:
    142   1.5  christos 	case XVART:
    143   1.5  christos 	case INVISIBLESTALKER:
    144   1.5  christos 	case ICELIZARD:
    145   1.5  christos 		if ((gltime & 1) == 1)
    146   1.5  christos 			return;
    147   1.5  christos 	};
    148   1.5  christos 
    149   1.5  christos 	if (c[SCAREMONST]) {	/* choose destination randomly if scared */
    150   1.5  christos 		if ((xl = i + rnd(3) - 2) < 0)
    151   1.5  christos 			xl = 0;
    152   1.5  christos 		if (xl >= MAXX)
    153   1.5  christos 			xl = MAXX - 1;
    154   1.5  christos 		if ((yl = j + rnd(3) - 2) < 0)
    155   1.5  christos 			yl = 0;
    156   1.5  christos 		if (yl >= MAXY)
    157   1.5  christos 			yl = MAXY - 1;
    158   1.5  christos 		if ((tmp = item[xl][yl]) != OWALL)
    159   1.5  christos 			if (mitem[xl][yl] == 0)
    160   1.5  christos 				if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
    161   1.5  christos 					if (tmp != OCLOSEDDOOR)
    162   1.5  christos 						mmove(i, j, xl, yl);
    163   1.1       cgd 		return;
    164   1.5  christos 	}
    165   1.5  christos 	if (monster[monst].intelligence > 10 - c[HARDGAME]) {	/* if smart monster */
    166   1.5  christos 		/* intelligent movement here -- first setup screen array */
    167   1.5  christos 		xl = tmp3 - 2;
    168   1.5  christos 		yl = tmp1 - 2;
    169   1.5  christos 		xh = tmp4 + 2;
    170   1.5  christos 		yh = tmp2 + 2;
    171   1.5  christos 		vxy(&xl, &yl);
    172   1.5  christos 		vxy(&xh, &yh);
    173   1.5  christos 		for (k = yl; k < yh; k++)
    174   1.5  christos 			for (m = xl; m < xh; m++) {
    175   1.5  christos 				switch (item[m][k]) {
    176   1.5  christos 				case OWALL:
    177   1.5  christos 				case OPIT:
    178   1.5  christos 				case OTRAPARROW:
    179   1.5  christos 				case ODARTRAP:
    180   1.5  christos 				case OCLOSEDDOOR:
    181   1.5  christos 				case OTRAPDOOR:
    182   1.5  christos 				case OTELEPORTER:
    183   1.5  christos 			smm:		screen[m][k] = 127;
    184   1.5  christos 					break;
    185   1.5  christos 				case OMIRROR:
    186   1.5  christos 					if (mitem[m][k] == VAMPIRE)
    187   1.5  christos 						goto smm;
    188  1.10       mrg 					/* FALLTHROUGH */
    189   1.5  christos 				default:
    190   1.5  christos 					screen[m][k] = 0;
    191   1.5  christos 					break;
    192   1.5  christos 				};
    193   1.5  christos 			}
    194   1.5  christos 		screen[playerx][playery] = 1;
    195   1.1       cgd 
    196   1.5  christos 		/*
    197   1.5  christos 		 * now perform proximity ripple from playerx,playery to
    198   1.5  christos 		 * monster
    199   1.5  christos 		 */
    200   1.5  christos 		xl = tmp3 - 1;
    201   1.5  christos 		yl = tmp1 - 1;
    202   1.5  christos 		xh = tmp4 + 1;
    203   1.5  christos 		yh = tmp2 + 1;
    204   1.5  christos 		vxy(&xl, &yl);
    205   1.5  christos 		vxy(&xh, &yh);
    206   1.5  christos 		for (tmp = 1; tmp < distance; tmp++)	/* only up to 20 squares
    207   1.5  christos 							 * away */
    208   1.5  christos 			for (k = yl; k < yh; k++)
    209   1.5  christos 				for (m = xl; m < xh; m++)
    210   1.5  christos 					if (screen[m][k] == tmp)	/* if find proximity n
    211   1.5  christos 									 * advance it */
    212   1.5  christos 						for (z = 1; z < 9; z++) {	/* go around in a circle */
    213   1.5  christos 							if (screen[xtmp = m + diroffx[z]][ytmp = k + diroffy[z]] == 0)
    214   1.5  christos 								screen[xtmp][ytmp] = tmp + 1;
    215   1.5  christos 							if (xtmp == i && ytmp == j)
    216   1.5  christos 								goto out;
    217   1.5  christos 						}
    218   1.5  christos 
    219   1.5  christos out:		if (tmp < distance)	/* did find connectivity */
    220   1.5  christos 			/* now select lowest value around playerx,playery */
    221   1.5  christos 			for (z = 1; z < 9; z++)	/* go around in a circle */
    222   1.5  christos 				if (screen[xl = i + diroffx[z]][yl = j + diroffy[z]] == tmp)
    223   1.5  christos 					if (!mitem[xl][yl]) {
    224   1.5  christos 						mmove(i, j, w1x[0] = xl, w1y[0] = yl);
    225   1.5  christos 						return;
    226   1.5  christos 					}
    227   1.5  christos 	}
    228   1.1       cgd 	/* dumb monsters move here */
    229   1.5  christos 	xl = i - 1;
    230   1.5  christos 	yl = j - 1;
    231   1.5  christos 	xh = i + 2;
    232   1.5  christos 	yh = j + 2;
    233   1.5  christos 	if (i < playerx)
    234   1.5  christos 		xl++;
    235   1.5  christos 	else if (i > playerx)
    236   1.5  christos 		--xh;
    237   1.5  christos 	if (j < playery)
    238   1.5  christos 		yl++;
    239   1.5  christos 	else if (j > playery)
    240   1.5  christos 		--yh;
    241   1.5  christos 	for (k = 0; k < 9; k++)
    242   1.5  christos 		w1[k] = 10000;
    243   1.5  christos 
    244   1.5  christos 	for (k = xl; k < xh; k++)
    245   1.5  christos 		for (m = yl; m < yh; m++) {	/* for each square compute
    246   1.5  christos 						 * distance to player */
    247   1.5  christos 			tmp = k - i + 4 + 3 * (m - j);
    248   1.1       cgd 			tmpitem = item[k][m];
    249   1.5  christos 			if (tmpitem != OWALL || (k == playerx && m == playery))
    250   1.5  christos 				if (mitem[k][m] == 0)
    251   1.5  christos 					if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
    252   1.5  christos 						if (tmpitem != OCLOSEDDOOR) {
    253   1.5  christos 							w1[tmp] = (playerx - k) * (playerx - k) + (playery - m) * (playery - m);
    254   1.5  christos 							w1x[tmp] = k;
    255   1.5  christos 							w1y[tmp] = m;
    256   1.5  christos 						}
    257   1.5  christos 		}
    258   1.1       cgd 
    259   1.1       cgd 	tmp = 0;
    260   1.5  christos 	for (k = 1; k < 9; k++)
    261   1.5  christos 		if (w1[tmp] > w1[k])
    262   1.5  christos 			tmp = k;
    263   1.1       cgd 
    264   1.1       cgd 	if (w1[tmp] < 10000)
    265   1.5  christos 		if ((i != w1x[tmp]) || (j != w1y[tmp]))
    266   1.5  christos 			mmove(i, j, w1x[tmp], w1y[tmp]);
    267   1.5  christos }
    268   1.1       cgd 
    269   1.1       cgd /*
    270   1.5  christos  * mmove(x,y,xd,yd)	Function to actually perform the monster movement
    271   1.5  christos  * 	int x,y,xd,yd;
    272   1.1       cgd  *
    273   1.5  christos  * Enter with the from coordinates in (x,y) and the destination coordinates
    274   1.5  christos  * in (xd,yd).
    275   1.1       cgd  */
    276   1.7  dholland static void
    277   1.9  dholland mmove(int aa, int bb, int cc, int dd)
    278   1.5  christos {
    279   1.5  christos 	int    tmp, i, flag;
    280   1.8  christos 	const char *who = NULL;
    281   1.6  dholland 
    282   1.5  christos 	flag = 0;		/* set to 1 if monster hit by arrow trap */
    283   1.5  christos 	if ((cc == playerx) && (dd == playery)) {
    284   1.5  christos 		hitplayer(aa, bb);
    285   1.5  christos 		moved[aa][bb] = 1;
    286   1.5  christos 		return;
    287   1.5  christos 	}
    288   1.5  christos 	i = item[cc][dd];
    289   1.5  christos 	if ((i == OPIT) || (i == OTRAPDOOR))
    290   1.5  christos 		switch (mitem[aa][bb]) {
    291   1.5  christos 		case SPIRITNAGA:
    292   1.5  christos 		case PLATINUMDRAGON:
    293   1.5  christos 		case WRAITH:
    294   1.5  christos 		case VAMPIRE:
    295   1.5  christos 		case SILVERDRAGON:
    296   1.5  christos 		case POLTERGEIST:
    297   1.5  christos 		case DEMONLORD:
    298   1.5  christos 		case DEMONLORD + 1:
    299   1.5  christos 		case DEMONLORD + 2:
    300   1.5  christos 		case DEMONLORD + 3:
    301   1.5  christos 		case DEMONLORD + 4:
    302   1.5  christos 		case DEMONLORD + 5:
    303   1.5  christos 		case DEMONLORD + 6:
    304   1.5  christos 		case DEMONPRINCE:
    305   1.5  christos 			break;
    306   1.1       cgd 
    307   1.5  christos 		default:
    308   1.5  christos 			mitem[aa][bb] = 0;	/* fell in a pit or trapdoor */
    309   1.1       cgd 		};
    310   1.1       cgd 	tmp = mitem[cc][dd] = mitem[aa][bb];
    311   1.5  christos 	if (i == OANNIHILATION) {
    312   1.5  christos 		if (tmp >= DEMONLORD + 3) {	/* demons dispel spheres */
    313   1.1       cgd 			cursors();
    314   1.5  christos 			lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
    315   1.5  christos 			rmsphere(cc, dd);	/* delete the sphere */
    316   1.5  christos 		} else
    317   1.5  christos 			i = tmp = mitem[cc][dd] = 0;
    318   1.5  christos 	}
    319   1.5  christos 	stealth[cc][dd] = 1;
    320   1.5  christos 	if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
    321   1.5  christos 		hitp[cc][dd] = 1;
    322   1.5  christos 	mitem[aa][bb] = 0;
    323   1.5  christos 	moved[cc][dd] = 1;
    324   1.1       cgd 	if (tmp == LEPRECHAUN)
    325   1.5  christos 		switch (i) {
    326   1.5  christos 		case OGOLDPILE:
    327   1.5  christos 		case OMAXGOLD:
    328   1.5  christos 		case OKGOLD:
    329   1.5  christos 		case ODGOLD:
    330   1.5  christos 		case ODIAMOND:
    331   1.5  christos 		case ORUBY:
    332   1.5  christos 		case OEMERALD:
    333   1.5  christos 		case OSAPPHIRE:
    334   1.5  christos 			item[cc][dd] = 0;	/* leprechaun takes gold */
    335   1.5  christos 		};
    336   1.1       cgd 
    337   1.5  christos 	if (tmp == TROLL)	/* if a troll regenerate him */
    338   1.4  christos 		if ((gltime & 1) == 0)
    339   1.5  christos 			if (monster[tmp].hitpoints > hitp[cc][dd])
    340   1.5  christos 				hitp[cc][dd]++;
    341   1.1       cgd 
    342   1.5  christos 	if (i == OTRAPARROW) {	/* arrow hits monster */
    343   1.5  christos 		who = "An arrow";
    344   1.5  christos 		if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
    345   1.5  christos 			mitem[cc][dd] = 0;
    346   1.5  christos 			flag = 2;
    347   1.5  christos 		} else
    348   1.5  christos 			flag = 1;
    349   1.5  christos 	}
    350   1.5  christos 	if (i == ODARTRAP) {	/* dart hits monster */
    351   1.5  christos 		who = "A dart";
    352   1.5  christos 		if ((hitp[cc][dd] -= rnd(6)) <= 0) {
    353   1.5  christos 			mitem[cc][dd] = 0;
    354   1.5  christos 			flag = 2;
    355   1.5  christos 		} else
    356   1.5  christos 			flag = 1;
    357   1.5  christos 	}
    358   1.5  christos 	if (i == OTELEPORTER) {	/* monster hits teleport trap */
    359   1.5  christos 		flag = 3;
    360   1.5  christos 		fillmonst(mitem[cc][dd]);
    361   1.5  christos 		mitem[cc][dd] = 0;
    362   1.5  christos 	}
    363   1.5  christos 	if (c[BLINDCOUNT])
    364   1.5  christos 		return;		/* if blind don't show where monsters are	 */
    365   1.5  christos 	if (know[cc][dd] & 1) {
    366   1.5  christos 		if (flag)
    367   1.5  christos 			cursors();
    368   1.5  christos 		switch (flag) {
    369   1.5  christos 		case 1:
    370   1.8  christos 			lprintf("\n%s hits the %s", who, monster[tmp].name);
    371   1.8  christos 			beep();
    372   1.5  christos 			break;
    373   1.5  christos 		case 2:
    374   1.8  christos 			lprintf("\n%s hits and kills the %s",
    375   1.8  christos 			    who, monster[tmp].name);
    376   1.8  christos 			beep();
    377   1.5  christos 			break;
    378   1.5  christos 		case 3:
    379   1.8  christos 			lprintf("\nThe %s gets teleported", monster[tmp].name);
    380   1.8  christos 			beep();
    381   1.5  christos 			break;
    382   1.1       cgd 		}
    383   1.1       cgd 	}
    384   1.5  christos 	/*
    385   1.5  christos 	 * if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return;
    386   1.5  christos 	 * }
    387   1.5  christos 	 */
    388   1.5  christos 	if (know[aa][bb] & 1)
    389   1.5  christos 		show1cell(aa, bb);
    390   1.5  christos 	if (know[cc][dd] & 1)
    391   1.5  christos 		show1cell(cc, dd);
    392   1.5  christos }
    393   1.1       cgd 
    394   1.1       cgd /*
    395   1.5  christos  * movsphere() 	Function to look for and move spheres of annihilation
    396   1.1       cgd  *
    397   1.5  christos  * This function works on the sphere linked list, first duplicating the list
    398   1.5  christos  * (the act of moving changes the list), then processing each sphere in order
    399   1.5  christos  * to move it.  They eat anything in their way, including stairs, volcanic
    400   1.5  christos  * shafts, potions, etc, except for upper level demons, who can dispel
    401   1.5  christos  * spheres.
    402   1.5  christos  * No value is returned.
    403   1.1       cgd  */
    404   1.5  christos #define SPHMAX 20		/* maximum number of spheres movsphere can
    405   1.5  christos 				 * handle */
    406   1.7  dholland static void
    407   1.9  dholland movsphere(void)
    408   1.5  christos {
    409   1.5  christos 	int    x, y, dir, len;
    410   1.5  christos 	struct sphere *sp, *sp2;
    411   1.5  christos 	struct sphere   sph[SPHMAX];
    412   1.1       cgd 
    413   1.1       cgd 	/* first duplicate sphere list */
    414   1.5  christos 	for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)	/* look through sphere
    415   1.5  christos 								 * list */
    416   1.5  christos 		if (sp2->lev == level) {	/* only if this level */
    417   1.5  christos 			sph[x] = *sp2;
    418   1.5  christos 			sph[x++].p = 0;	/* copy the struct */
    419   1.5  christos 			if (x > 1)
    420   1.5  christos 				sph[x - 2].p = &sph[x - 1];	/* link pointers */
    421   1.1       cgd 		}
    422   1.5  christos 	if (x)
    423   1.5  christos 		sp = sph;	/* if any spheres, point to them */
    424   1.5  christos 	else
    425   1.5  christos 		return;		/* no spheres */
    426   1.1       cgd 
    427   1.5  christos 	for (sp = sph; sp; sp = sp->p) {	/* look through sphere list */
    428   1.5  christos 		x = sp->x;
    429   1.5  christos 		y = sp->y;
    430   1.5  christos 		if (item[x][y] != OANNIHILATION)
    431   1.5  christos 			continue;	/* not really there */
    432   1.5  christos 		if (--(sp->lifetime) < 0) {	/* has sphere run out of gas? */
    433   1.5  christos 			rmsphere(x, y);	/* delete sphere */
    434   1.1       cgd 			continue;
    435   1.1       cgd 		}
    436   1.5  christos 		switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) {	/* time to move the
    437   1.5  christos 									 * sphere */
    438   1.5  christos 		case 1:
    439   1.5  christos 		case 2:	/* change direction to a random one */
    440   1.5  christos 			sp->dir = rnd(8);
    441  1.10       mrg 			/* FALLTHROUGH */
    442   1.5  christos 		default:	/* move in normal direction */
    443   1.5  christos 			dir = sp->dir;
    444   1.5  christos 			len = sp->lifetime;
    445   1.5  christos 			rmsphere(x, y);
    446   1.5  christos 			newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
    447   1.5  christos 		};
    448   1.1       cgd 	}
    449   1.5  christos }
    450