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movem.c revision 1.7
      1  1.7  dholland /*	$NetBSD: movem.c,v 1.7 2009/08/12 08:04:05 dholland 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  1.7  dholland __RCSID("$NetBSD: movem.c,v 1.7 2009/08/12 08:04:05 dholland 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  1.1       cgd movemonst()
     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  1.5  christos movemt(i, j)
    136  1.5  christos 	int             i, j;
    137  1.5  christos {
    138  1.5  christos 	int    k, m, z, tmp, xtmp, ytmp, monst;
    139  1.5  christos 	switch (monst = mitem[i][j]) {	/* for half speed monsters */
    140  1.5  christos 	case TROGLODYTE:
    141  1.5  christos 	case HOBGOBLIN:
    142  1.5  christos 	case METAMORPH:
    143  1.5  christos 	case XVART:
    144  1.5  christos 	case INVISIBLESTALKER:
    145  1.5  christos 	case ICELIZARD:
    146  1.5  christos 		if ((gltime & 1) == 1)
    147  1.5  christos 			return;
    148  1.5  christos 	};
    149  1.5  christos 
    150  1.5  christos 	if (c[SCAREMONST]) {	/* choose destination randomly if scared */
    151  1.5  christos 		if ((xl = i + rnd(3) - 2) < 0)
    152  1.5  christos 			xl = 0;
    153  1.5  christos 		if (xl >= MAXX)
    154  1.5  christos 			xl = MAXX - 1;
    155  1.5  christos 		if ((yl = j + rnd(3) - 2) < 0)
    156  1.5  christos 			yl = 0;
    157  1.5  christos 		if (yl >= MAXY)
    158  1.5  christos 			yl = MAXY - 1;
    159  1.5  christos 		if ((tmp = item[xl][yl]) != OWALL)
    160  1.5  christos 			if (mitem[xl][yl] == 0)
    161  1.5  christos 				if ((mitem[i][j] != VAMPIRE) || (tmpitem != OMIRROR))
    162  1.5  christos 					if (tmp != OCLOSEDDOOR)
    163  1.5  christos 						mmove(i, j, xl, yl);
    164  1.1       cgd 		return;
    165  1.5  christos 	}
    166  1.5  christos 	if (monster[monst].intelligence > 10 - c[HARDGAME]) {	/* if smart monster */
    167  1.5  christos 		/* intelligent movement here -- first setup screen array */
    168  1.5  christos 		xl = tmp3 - 2;
    169  1.5  christos 		yl = tmp1 - 2;
    170  1.5  christos 		xh = tmp4 + 2;
    171  1.5  christos 		yh = tmp2 + 2;
    172  1.5  christos 		vxy(&xl, &yl);
    173  1.5  christos 		vxy(&xh, &yh);
    174  1.5  christos 		for (k = yl; k < yh; k++)
    175  1.5  christos 			for (m = xl; m < xh; m++) {
    176  1.5  christos 				switch (item[m][k]) {
    177  1.5  christos 				case OWALL:
    178  1.5  christos 				case OPIT:
    179  1.5  christos 				case OTRAPARROW:
    180  1.5  christos 				case ODARTRAP:
    181  1.5  christos 				case OCLOSEDDOOR:
    182  1.5  christos 				case OTRAPDOOR:
    183  1.5  christos 				case OTELEPORTER:
    184  1.5  christos 			smm:		screen[m][k] = 127;
    185  1.5  christos 					break;
    186  1.5  christos 				case OMIRROR:
    187  1.5  christos 					if (mitem[m][k] == VAMPIRE)
    188  1.5  christos 						goto smm;
    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  1.5  christos mmove(aa, bb, cc, dd)
    278  1.5  christos 	int             aa, bb, cc, dd;
    279  1.5  christos {
    280  1.5  christos 	int    tmp, i, flag;
    281  1.6  dholland 	const char *who = NULL, *p;
    282  1.6  dholland 
    283  1.5  christos 	flag = 0;		/* set to 1 if monster hit by arrow trap */
    284  1.5  christos 	if ((cc == playerx) && (dd == playery)) {
    285  1.5  christos 		hitplayer(aa, bb);
    286  1.5  christos 		moved[aa][bb] = 1;
    287  1.5  christos 		return;
    288  1.5  christos 	}
    289  1.5  christos 	i = item[cc][dd];
    290  1.5  christos 	if ((i == OPIT) || (i == OTRAPDOOR))
    291  1.5  christos 		switch (mitem[aa][bb]) {
    292  1.5  christos 		case SPIRITNAGA:
    293  1.5  christos 		case PLATINUMDRAGON:
    294  1.5  christos 		case WRAITH:
    295  1.5  christos 		case VAMPIRE:
    296  1.5  christos 		case SILVERDRAGON:
    297  1.5  christos 		case POLTERGEIST:
    298  1.5  christos 		case DEMONLORD:
    299  1.5  christos 		case DEMONLORD + 1:
    300  1.5  christos 		case DEMONLORD + 2:
    301  1.5  christos 		case DEMONLORD + 3:
    302  1.5  christos 		case DEMONLORD + 4:
    303  1.5  christos 		case DEMONLORD + 5:
    304  1.5  christos 		case DEMONLORD + 6:
    305  1.5  christos 		case DEMONPRINCE:
    306  1.5  christos 			break;
    307  1.1       cgd 
    308  1.5  christos 		default:
    309  1.5  christos 			mitem[aa][bb] = 0;	/* fell in a pit or trapdoor */
    310  1.1       cgd 		};
    311  1.1       cgd 	tmp = mitem[cc][dd] = mitem[aa][bb];
    312  1.5  christos 	if (i == OANNIHILATION) {
    313  1.5  christos 		if (tmp >= DEMONLORD + 3) {	/* demons dispel spheres */
    314  1.1       cgd 			cursors();
    315  1.5  christos 			lprintf("\nThe %s dispels the sphere!", monster[tmp].name);
    316  1.5  christos 			rmsphere(cc, dd);	/* delete the sphere */
    317  1.5  christos 		} else
    318  1.5  christos 			i = tmp = mitem[cc][dd] = 0;
    319  1.5  christos 	}
    320  1.5  christos 	stealth[cc][dd] = 1;
    321  1.5  christos 	if ((hitp[cc][dd] = hitp[aa][bb]) < 0)
    322  1.5  christos 		hitp[cc][dd] = 1;
    323  1.5  christos 	mitem[aa][bb] = 0;
    324  1.5  christos 	moved[cc][dd] = 1;
    325  1.1       cgd 	if (tmp == LEPRECHAUN)
    326  1.5  christos 		switch (i) {
    327  1.5  christos 		case OGOLDPILE:
    328  1.5  christos 		case OMAXGOLD:
    329  1.5  christos 		case OKGOLD:
    330  1.5  christos 		case ODGOLD:
    331  1.5  christos 		case ODIAMOND:
    332  1.5  christos 		case ORUBY:
    333  1.5  christos 		case OEMERALD:
    334  1.5  christos 		case OSAPPHIRE:
    335  1.5  christos 			item[cc][dd] = 0;	/* leprechaun takes gold */
    336  1.5  christos 		};
    337  1.1       cgd 
    338  1.5  christos 	if (tmp == TROLL)	/* if a troll regenerate him */
    339  1.4  christos 		if ((gltime & 1) == 0)
    340  1.5  christos 			if (monster[tmp].hitpoints > hitp[cc][dd])
    341  1.5  christos 				hitp[cc][dd]++;
    342  1.1       cgd 
    343  1.5  christos 	if (i == OTRAPARROW) {	/* arrow hits monster */
    344  1.5  christos 		who = "An arrow";
    345  1.5  christos 		if ((hitp[cc][dd] -= rnd(10) + level) <= 0) {
    346  1.5  christos 			mitem[cc][dd] = 0;
    347  1.5  christos 			flag = 2;
    348  1.5  christos 		} else
    349  1.5  christos 			flag = 1;
    350  1.5  christos 	}
    351  1.5  christos 	if (i == ODARTRAP) {	/* dart hits monster */
    352  1.5  christos 		who = "A dart";
    353  1.5  christos 		if ((hitp[cc][dd] -= rnd(6)) <= 0) {
    354  1.5  christos 			mitem[cc][dd] = 0;
    355  1.5  christos 			flag = 2;
    356  1.5  christos 		} else
    357  1.5  christos 			flag = 1;
    358  1.5  christos 	}
    359  1.5  christos 	if (i == OTELEPORTER) {	/* monster hits teleport trap */
    360  1.5  christos 		flag = 3;
    361  1.5  christos 		fillmonst(mitem[cc][dd]);
    362  1.5  christos 		mitem[cc][dd] = 0;
    363  1.5  christos 	}
    364  1.5  christos 	if (c[BLINDCOUNT])
    365  1.5  christos 		return;		/* if blind don't show where monsters are	 */
    366  1.5  christos 	if (know[cc][dd] & 1) {
    367  1.5  christos 		p = 0;
    368  1.5  christos 		if (flag)
    369  1.5  christos 			cursors();
    370  1.5  christos 		switch (flag) {
    371  1.5  christos 		case 1:
    372  1.5  christos 			p = "\n%s hits the %s";
    373  1.5  christos 			break;
    374  1.5  christos 		case 2:
    375  1.5  christos 			p = "\n%s hits and kills the %s";
    376  1.5  christos 			break;
    377  1.5  christos 		case 3:
    378  1.5  christos 			p = "\nThe %s%s gets teleported";
    379  1.5  christos 			who = "";
    380  1.5  christos 			break;
    381  1.5  christos 		};
    382  1.5  christos 		if (p) {
    383  1.5  christos 			lprintf(p, who, monster[tmp].name);
    384  1.5  christos 			beep();
    385  1.1       cgd 		}
    386  1.1       cgd 	}
    387  1.5  christos 	/*
    388  1.5  christos 	 * if (yrepcount>1) { know[aa][bb] &= 2;  know[cc][dd] &= 2; return;
    389  1.5  christos 	 * }
    390  1.5  christos 	 */
    391  1.5  christos 	if (know[aa][bb] & 1)
    392  1.5  christos 		show1cell(aa, bb);
    393  1.5  christos 	if (know[cc][dd] & 1)
    394  1.5  christos 		show1cell(cc, dd);
    395  1.5  christos }
    396  1.1       cgd 
    397  1.1       cgd /*
    398  1.5  christos  * movsphere() 	Function to look for and move spheres of annihilation
    399  1.1       cgd  *
    400  1.5  christos  * This function works on the sphere linked list, first duplicating the list
    401  1.5  christos  * (the act of moving changes the list), then processing each sphere in order
    402  1.5  christos  * to move it.  They eat anything in their way, including stairs, volcanic
    403  1.5  christos  * shafts, potions, etc, except for upper level demons, who can dispel
    404  1.5  christos  * spheres.
    405  1.5  christos  * No value is returned.
    406  1.1       cgd  */
    407  1.5  christos #define SPHMAX 20		/* maximum number of spheres movsphere can
    408  1.5  christos 				 * handle */
    409  1.7  dholland static void
    410  1.1       cgd movsphere()
    411  1.5  christos {
    412  1.5  christos 	int    x, y, dir, len;
    413  1.5  christos 	struct sphere *sp, *sp2;
    414  1.5  christos 	struct sphere   sph[SPHMAX];
    415  1.1       cgd 
    416  1.1       cgd 	/* first duplicate sphere list */
    417  1.5  christos 	for (sp = 0, x = 0, sp2 = spheres; sp2; sp2 = sp2->p)	/* look through sphere
    418  1.5  christos 								 * list */
    419  1.5  christos 		if (sp2->lev == level) {	/* only if this level */
    420  1.5  christos 			sph[x] = *sp2;
    421  1.5  christos 			sph[x++].p = 0;	/* copy the struct */
    422  1.5  christos 			if (x > 1)
    423  1.5  christos 				sph[x - 2].p = &sph[x - 1];	/* link pointers */
    424  1.1       cgd 		}
    425  1.5  christos 	if (x)
    426  1.5  christos 		sp = sph;	/* if any spheres, point to them */
    427  1.5  christos 	else
    428  1.5  christos 		return;		/* no spheres */
    429  1.1       cgd 
    430  1.5  christos 	for (sp = sph; sp; sp = sp->p) {	/* look through sphere list */
    431  1.5  christos 		x = sp->x;
    432  1.5  christos 		y = sp->y;
    433  1.5  christos 		if (item[x][y] != OANNIHILATION)
    434  1.5  christos 			continue;	/* not really there */
    435  1.5  christos 		if (--(sp->lifetime) < 0) {	/* has sphere run out of gas? */
    436  1.5  christos 			rmsphere(x, y);	/* delete sphere */
    437  1.1       cgd 			continue;
    438  1.1       cgd 		}
    439  1.5  christos 		switch (rnd((int) max(7, c[INTELLIGENCE] >> 1))) {	/* time to move the
    440  1.5  christos 									 * sphere */
    441  1.5  christos 		case 1:
    442  1.5  christos 		case 2:	/* change direction to a random one */
    443  1.5  christos 			sp->dir = rnd(8);
    444  1.5  christos 		default:	/* move in normal direction */
    445  1.5  christos 			dir = sp->dir;
    446  1.5  christos 			len = sp->lifetime;
    447  1.5  christos 			rmsphere(x, y);
    448  1.5  christos 			newsphere(x + diroffx[dir], y + diroffy[dir], dir, len);
    449  1.5  christos 		};
    450  1.1       cgd 	}
    451  1.5  christos }
    452