U0 PlayerIndirect()
{
Unit *tmpu=NULL;
I64 i,remaining=0,msg_code,arg1,arg2;
F64 target_x,target_y;
ViewPlayerSet(cur_player);
for (i=0;i<UNITS_NUM;i++) {
tmpu=&units[cur_player][i];
if (tmpu->life>0 && tmpu->indirect_fire)
remaining++;
}
while (remaining) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
1<<MSG_MS_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
CharDo(arg1);
break;
case MSG_MS_L_DOWN:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
if (tmpu=UnitFind(cursor_row,cursor_col)) {
if (tmpu->player==enemy_player || tmpu->fired ||
!tmpu->indirect_fire)
tmpu=NULL;
else {
RowCol2XY(&fire_radius_x,&fire_radius_y,tmpu->row,tmpu->col);
fire_radius=tmpu->range*2*HEX_RADIUS;
}
}
}
break;
case MSG_MS_L_UP:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
RowCol2XY(&target_x,&target_y,cursor_row,cursor_col);
if (!tmpu)
Beep;
else {
if (Sqrt(Sqr(fire_radius_x-target_x)+Sqr(fire_radius_y-target_y))>
fire_radius)
Beep;
else {
IndirectAdd(tmpu,cursor_row,cursor_col);
remaining--;
}
}
}
tmpu=NULL;
fire_radius=0;
break;
case MSG_MS_R_UP:
if (CursorInWin(Fs,arg1,arg2))
throw('PhaseOvr',TRUE);
break;
}
}
throw('PhaseOvr',TRUE);
}
U0 PlayerMove()
{
Unit *tmpu=NULL;
I64 msg_code,arg1,arg2;
ViewPlayerSet(cur_player);
while (TRUE) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
1<<MSG_MS_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
CharDo(arg1);
break;
case MSG_MS_L_DOWN:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
if (tmpu=UnitFind(cursor_row,cursor_col)) {
if (tmpu->player==enemy_player || !tmpu->remaining_movement)
tmpu=NULL;
}
}
break;
case MSG_MS_L_UP:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
if (!tmpu)
Beep;
else {
UnitMove(tmpu,arg1,arg2);
break;
}
}
tmpu=NULL;
break;
case MSG_MS_R_UP:
if (CursorInWin(Fs,arg1,arg2))
throw('PhaseOvr',TRUE);
break;
}
}
}
U0 PlayerDirect()
{
Unit *tmpu=NULL,*target;
I64 msg_code,arg1,arg2;
ViewPlayerSet(cur_player);
while (TRUE) {
if (!alive_cnt[0] || !alive_cnt[1])
throw('GameOver',TRUE);
msg_code=GetMsg(&arg1,&arg2,1<<MSG_KEY_DOWN|1<<MSG_MS_L_DOWN|1<<MSG_MS_L_UP|
1<<MSG_MS_R_UP);
switch (msg_code) {
case MSG_KEY_DOWN:
CharDo(arg1);
break;
case MSG_MS_L_DOWN:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
if (tmpu=UnitFind(cursor_row,cursor_col)) {
if (tmpu->player==enemy_player || tmpu->fired ||
tmpu->indirect_fire)
tmpu=NULL;
else {
VRSetUp(cur_player);
RowCol2XY(&fire_radius_x,&fire_radius_y,tmpu->row,tmpu->col);
fire_radius=tmpu->range*2*HEX_RADIUS;
VisRecalc(VR_ONE_FRIENDLY_UNIT,tmpu);
}
}
}
break;
case MSG_MS_L_UP:
if (CursorInWin(Fs,arg1,arg2)) {
arg1-=x0; arg2-=y0;
CursorUpdate(Fs,arg1,arg2);
target=UnitFind(cursor_row,cursor_col);
if (!tmpu)
Beep;
else {
if (!target || target->player!=enemy_player ||
!Bt(&target->vis,0))
Beep;
else
UnitDirectFire(tmpu,target);
VisRecalc(VR_UPDATE_FRIENDLY_UNIT,tmpu);
}
}
tmpu=NULL;
fire_radius=0;
break;
case MSG_MS_R_UP:
if (CursorInWin(Fs,arg1,arg2))
throw('PhaseOvr',TRUE);
break;
}
}
}