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;
    }
  }
}