File: macmouse.c

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/* 	Mouse-driven user interaction for the Mac interface to Xconq.

	This file now ONLY contains user interaction code for the mouse
	such as clicking, dragging, selecting, scrolling and toggling items.
     	It has therefore been renamed from macmap2.c to macmouse.c.    
	All other map-related functions have been moved to macmap.c.
     
	Copyright (C) 1992-1998 Stanley T. Shebs.

Xconq is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation; either version 2, or (at your option)
any later version.  See the file COPYING.  */

#include "conq.h"
#include "kpublic.h"
#include "macconq.h"

#undef DEF_CMD
#define DEF_CMD(letter,name,args,FN,help) extern void FN(void);

#include "cmd.def"
#include "maccmd.def"

static int selrect;
static int downx, downy, downdir;
static void drag_for_distance(Map *map, int h0, int v0);

extern void set_position_modally(void);
extern int side_owns_occupant PARAMS ((Side *side, Unit *unit));
extern int mapnum;
extern int nummaps;

int topunithgt;
Map *curmap;
ControlActionUPP map_scroll_proc;

/* This scroll proc is shared by both the horizontal and vertical scrollbars. */

static pascal void
map_scroll_fn(ControlHandle control, short code)
{
	int pagesize, jump;

	/* The page jump should be most but not all of a screenful. */
	if (control == curmap->hscrollbar)
	  pagesize = (3 * curmap->vp->pxw) / 4;
	else
	  pagesize = (3 * curmap->vp->pxh) / 4;
	/* Adjust the pagesize to always be a multiple of 4. */
	pagesize = ((pagesize + 3) / 4) * 4;

	switch (code) {
		case inPageDown:
			jump = pagesize;
			break;
		case inDownButton:
			jump = 4;
			break;
		case inPageUp:
			jump = 0 - pagesize;
			break;
		case inUpButton:
			jump = -4;
			break;
		default:
			jump = 0;
			break;
	}
	if (control == curmap->hscrollbar) {
		scroll_map_window(curmap, jump, 0);
	} else if (control == curmap->vscrollbar){
		scroll_map_window(curmap, 0, jump);
	}
}

void
scroll_best_map_to_unit(Unit *unit, int bringtofront)
{
	Map *map, *bestmap;
	GrafPtr	oldport;
	
	/* Find the "best" (highest power, unit already visible) map to scroll over
	   to the unit. */
	bestmap = maplist;
	for_all_maps(map) {
		if (map->vp->power > bestmap->vp->power
		    || (map->vp->power == bestmap->vp->power
		        && in_middle(map, unit->x, unit->y)
			 	&& !in_middle(bestmap, unit->x, unit->y))) {
			bestmap = map;
		}
	}
	/* We have a map, now make it show the unit. */
	if (!in_middle(bestmap, unit->x, unit->y)) {
		/* Save the current port. */
		GetPort(&oldport);
		/* Important or junk may appear in the list window. */
		SetPort(bestmap->window);
		scroll_to_unit(bestmap, unit);
		/* Force a gworld update of the whole map content to
		   make sure the scrolled region is updated properly. */
		copy_from_gworld(bestmap, bestmap->contentrect);
		SetPort(oldport);
	}
	if (bringtofront) {
		SelectWindow(bestmap->window);
		update_window(bestmap->window);
		adjust_menus();
	}
}

/* Scroll the given map over to display the given unit. */

void
scroll_to_unit(Map *map, Unit *unit)
{
	int oldsx = map->vp->sx, oldsy = map->vp->sy;
	int	newsx, newsy;
	
	/* Return if unit is not at all on the map */
	if (!inside_area(unit->x, unit->y))
	  return;

	/* Dont scroll if the unit already is in the window */
	if (in_middle(map, unit->x, unit->y))
	  return;

	/* Find new vp */
	set_view_focus(map->vp, unit->x, unit->y);
	m_center_on_focus(map);
	newsx = map->vp->sx;
	newsy = map->vp->sy;

	/* Return if position is unchanged */
	if (oldsx == newsx && oldsy == newsy)
	  return;
	
	/* Restore old vp and let scroll_map_window do the job */
	map->vp->sx = oldsx;
	map->vp->sy = oldsy;
	
	scroll_map_window(map, newsx - oldsx, newsy - oldsy);
}

/* Handle a mouse down in the map window. */

void
do_mouse_down_map(Map *map, Point mouse, int mods)
{
	short part;
	int newsx, newsy, dummy;
	ControlHandle control;

	if (map_scroll_proc == NULL) 
	  map_scroll_proc = NewControlActionProc(map_scroll_fn);
	part = FindControl(mouse, map->window, &control);

	/* Horizontal scrollbar */
	if (control == map->hscrollbar) {
		switch (part) {
			case inThumb:
				part = TrackControl(control, mouse, NULL);
				if (part == inThumb) {
					/* Get apparent newsx from the new thumb position */
					newsx = GetCtlValue(control);
					/* Correct newsx for scrollbar scaling used to fix the 32K limit bug */				
					dummy = map->vp->sxmax;
					while (dummy > 32000) {	
						dummy /= 2;
						newsx *= 2;	/* Simulates the scaling but in reverse */
					}		
					/* Scroll the map window within its gworld */
					scroll_map_window(map, newsx - map->vp->sx, 0);
				}
				break;
			default:
				curmap = map;
				part = TrackControl(control, mouse, map_scroll_proc);
				break;
		}

	/* Vertical scrollbar */
	} else if (control == map->vscrollbar) {
		switch (part) {
			case inThumb:
				part = TrackControl(control, mouse, NULL);
				if (part == inThumb) {
					/* Get apparent newsy from the new thumb position */
					newsy = GetCtlValue(control);
					/* Correct newsy for scrollbar scaling used to fix the 32K limit bug */				
					dummy = map->vp->symax;
					while (dummy > 32000) {	
						dummy /= 2;
						newsy *= 2;	/* Simulates the scaling but in reverse */
					}		
					/* Scroll the map window within its gworld */
					scroll_map_window(map, 0, newsy - map->vp->sy);
				}
				break;
			default:
				curmap = map;
				part = TrackControl(control, mouse, map_scroll_proc);
				break;
		}
	} else if (mouse.h <= conwid) {
		/* Interpret as a control panel hit. */
		do_mouse_down_map_control_panel(map, mouse.h, mouse.v, mods);
	} else {
		do_mouse_down_map_content(map, mouse.h, mouse.v, mods);
	}
}

void
do_mouse_down_map_control_panel(Map *map, int h, int v, int mods)
{
	int winh = map->window->portRect.bottom - map->window->portRect.top;

	/* (should better organize tests here) */
	if (between(winh - 2 * sbarwid, v, winh)) {
		switch ((winh - v) / sbarwid) {
			case 0:
				magnify_map(map, ((h < conwid / 2) ? -1 : 1));
				break;
#if 0
			/* This was too confusing here, so it's now flushed.  However, the
			   capability still seems worthwhile, so it should reappear elsewhere. */
			case 1:
				map_modal = ZOOM_MODAL;
				break;
#endif
		}
	} else if (v < 32) {
		toggle_survey(map);
	} else if ((v - 32) < 5 * 15) {
		switch ((v - 32) / 15) {
			case 0:
				if (h < conwid / 2) {
					select_previous_awake_mover(map);
				} else {
					select_next_awake_mover(map);
				}
				break;
			case 1:
				if (h < conwid / 2) {
					select_previous_mover(map);
				} else {
					select_next_mover(map);
				}
				break;
			case 2:
				if (h < conwid / 2) {
					select_previous_actor(map);
				} else {
					select_next_actor(map);
				}
				break;
			case 3:
				if (h < conwid / 2) {
					select_previous_unit(map);
				} else {
					select_next_unit(map);
				}
				break;
			case 4:
				beep();
				break;
		}

	} else if (v - 32 - 5*15 - 2 - 7/*why?*/ < 9 * 11) {
		switch ((v - 32 - 5*15 - 2 - 7/*why?*/) / 11) {

			case 0:
				toggle_map_grid(map);
				break;
			case 1:
				map->vp->draw_names = !map->vp->draw_names;
				/* Also toggle featurenames if it had the same old setting as drawnames */
				/* but let it alone if the setting already was different */
				if (map->featurenames != map->vp->draw_names)
			 	      map->featurenames = !map->featurenames;
				force_map_update(map);
				break;
			case 2:
				toggle_map_people(map);
				break;
			case 3:
				toggle_map_control(map);
				break;
			case 4:
				toggle_map_plans(map);
				break;
			case 5:
				toggle_map_ai(map);
				break;
			case 6:
				if (dside->may_set_see_all) {
					map->see_all = !map->see_all;
					force_map_update(map);
				}
				break;
			case 7:
				toggle_map_sidecolors(map);
				break;
			case 8:
				map->iconmasks = !map->iconmasks;
				/* Also toggle boxmasks if it had the same old setting as iconmasks */
				/* but let it alone if the setting already was different */
				if (map->boxmasks != map->iconmasks)
				      map->boxmasks = !map->boxmasks;
				/* Also toggle textmasks if it had the same old setting as iconmasks */
				/* but let it alone if the setting already was different */
				if (map->textmasks != map->iconmasks)
				      map->textmasks = !map->textmasks;
				force_map_update(map);
				break;
		}
	} else {
		/* Unused area, ignore */
	}
}

void
toggle_survey(Map *map)
{
	int i;
	Unit *unit;

	map->moveonclick = !map->moveonclick;
	map->autoselect = !map->autoselect;
	draw_control_panel(map);
	if (map->autoselect) {
		if (map->numselections > 0) {
			for (i = 0; i < map->numselections; ++i) {
				unit = map->selections[i];
				if (unit != NULL) {
					map->curunit = autonext_unit(dside, unit);
					select_exactly_one_unit(map, map->curunit);
				}
			}
		}
	} else {
		/* Update appearance of selections. */
		draw_selections(map);
	}
}

void
magnify_map(Map *map, int inout)
{
	set_map_mag(map, map->vp->power + inout);
}

/* This sets the map's magnification directly and updates it. */

void
set_map_mag(Map *map, int newpower)
{
	newpower = clip_to_limits(0, newpower, NUMPOWERS-1);
	if (map->vp->power != newpower) {
	
		/* Erase other-map boxes in other windows */
		draw_related_maps(map);
		
		set_map_power(map, newpower);
		m_center_on_focus(map);
		set_map_scrollbars(map);

		/* Update the gworld (and the map) */
		update_gworld(map);

		/* Redraw other-map boxes in other windows */
		draw_related_maps(map);
		
	}
}

void
toggle_map_grid(Map *map)
{
	map->vp->draw_grid = !map->vp->draw_grid;
	/* (should not do a total redraw?) */
	force_map_update(map);
}

void
toggle_map_topline(Map *map)
{
	Rect tmprect;
	RgnHandle tmprgn;
	GrafPtr oldport;
	int oldtoph = map->toph;

	map->draw_topline = !map->draw_topline;
	map->toplineh = (map->draw_topline ? tophgt : 0);
	/* Erase other-map boxes in other windows. */
	draw_related_maps(map);
	map->toph = map->toplineh + map->topunith;
	/* Update without scrolling if we are expanding and the buffer is too small. */ 
	if (map->bufy - map->offsety < oldtoph - map->toph) {
		set_content_rect(map);
		update_gworld(map);
		/* This is not done by update_gworld (unlike update_resized_gworld). */
		if (map->toplineh > 0)
		  draw_top_line(map);
		if (map->topunith > 0)
		  draw_unit_info(map);
	/* Always scroll the map if we are shrinking, or if the buffer is big enough. */
	} else update_resized_map(map);
	/* Redraw other-map boxes in other windows. */
	draw_related_maps(map);
}

void
toggle_map_topunit(Map *map)
{
	int oldtoph;
	Rect tmprect;
	RgnHandle tmprgn;
	GrafPtr oldport;

	oldtoph = map->toph;
	map->draw_topunit = !map->draw_topunit;
	map->topunith = (map->draw_topunit ? topunithgt : 0);
	/* Erase other-map boxes in other windows. */
	draw_related_maps(map);
	map->toph = map->toplineh + map->topunith;
	/* Update without scrolling if we are expanding and the buffer is too small. */ 
	if (map->bufy - map->offsety < oldtoph - map->toph) {
		set_content_rect(map);
		update_gworld(map);
		/* This is not done by update_gworld (unlike update_resized_gworld). */
		if (map->toplineh > 0)
		  draw_top_line(map);
		if (map->topunith > 0)
		  draw_unit_info(map);
	/* Always scroll the map if we are shrinking, or if the buffer is big enough. */
	} else update_resized_map(map);
	/* Redraw other-map boxes in other windows. */
	draw_related_maps(map);
}

void
toggle_map_other_maps(Map *map)
{
	map->vp->draw_other_maps = !map->vp->draw_other_maps;
	/* (should not do a total redraw) */
	force_map_update(map);
}

void
toggle_map_lighting(Map *map)
{
	map->vp->draw_lighting = !map->vp->draw_lighting;
	/* We have to do a total redraw. */
	force_map_update(map);
}

void
toggle_map_coverage(Map *map)
{
	map->vp->draw_cover = !map->vp->draw_cover;
	/* (should only change newly dimmed/lightened cells) */
	force_map_update(map);
}

void
toggle_map_names(Map *map)
{
	map->vp->draw_names = !map->vp->draw_names;
	/* (if now on, should draw names on top of everything, don't redraw everything) */
	if (map->vp->hh > 5) {
		force_map_update(map);
	} else {
		/* (should be a force update on control panel alone) */
		draw_control_panel(map);
	}
}

void
toggle_map_people(Map *map)
{
    if (!people_sides_defined())
      return;
	map->vp->draw_people = !map->vp->draw_people;
	if (bwid2[map->vp->power] > 0) {
		force_map_update(map);
	} else {
		/* (should be a force update on control panel alone) */
		draw_control_panel(map);
	}
}

void
toggle_map_control(Map *map)
{
    if (!control_sides_defined())
      return;
	map->vp->draw_control = !map->vp->draw_control;
	if (bwid2[map->vp->power] > 0) {
		force_map_update(map);
	} else {
		/* (should be a force update on control panel alone) */
		draw_control_panel(map);
	}
}

void
toggle_map_elevations(Map *map)
{
	map->vp->draw_elevations = !map->vp->draw_elevations;
	force_map_update(map);
}

void
toggle_map_materials(Map *map, int m)
{
	map->vp->draw_materials[m] = !map->vp->draw_materials[m];
	map->vp->num_materials_to_draw += (map->vp->draw_materials[m] ? 1 : -1);
	force_map_update(map);
}

void
toggle_map_aux_terrain(Map *map, int t)
{
	map->vp->draw_aux_terrain[t] = !map->vp->draw_aux_terrain[t];
	force_map_update(map);
}

void
toggle_map_temperature(Map *map)
{
	map->vp->draw_temperature = !map->vp->draw_temperature;
	force_map_update(map);
}

void
toggle_map_winds(Map *map)
{
	map->vp->draw_winds = !map->vp->draw_winds;
	force_map_update(map);
}

void
toggle_map_clouds(Map *map)
{
	map->vp->draw_clouds = !map->vp->draw_clouds;
	force_map_update(map);
}

void
toggle_map_storms(Map *map)
{
	map->vp->draw_storms = !map->vp->draw_storms;
	force_map_update(map);
}

void
toggle_map_plans(Map *map)
{
	map->vp->draw_plans = !map->vp->draw_plans;
	if (map->numselections > 0) {
		force_map_update(map);
	} else {
		/* (should be a force update on control panel alone) */
		draw_control_panel(map);
	}
}

void
toggle_map_ai(Map *map)
{
	if (!side_has_ai(dside))
	  return;
	map->vp->draw_ai = !map->vp->draw_ai;
	force_map_update(map);
}

void
toggle_map_sidecolors(Map *map)
{
	map->sidecolors = !map->sidecolors;
	force_map_update(map);
}

void
toggle_iconmasks(Map *map)
{
	map->iconmasks = !map->iconmasks;
	force_map_update(map);
}

void
toggle_boxmasks(Map *map)
{
	map->boxmasks = !map->boxmasks;
	force_map_update(map);
}

void
toggle_textmasks(Map *map)
{
	map->textmasks = !map->textmasks;
	force_map_update(map);
}

void
toggle_featureborders(Map *map)
{
	map->featureborders = !map->featureborders;
	force_map_update(map);
}

void
toggle_featurenames(Map *map)
{
	map->featurenames = !map->featurenames;
	force_map_update(map);
}

void
toggle_shorelines(Map *map)
{
	map->shorelines = !map->shorelines;
	force_map_update(map);
}

void
toggle_simple_borders(Map *map)
{
	map->simple_borders = !map->simple_borders;
	force_map_update(map);
}

void
toggle_optimize_fonts(Map *map)
{
	map->optimize_fonts = !map->optimize_fonts;
	force_map_update(map);
}

void
toggle_draw_latlong(Map *map)
{
	map->vp->draw_latlong = !map->vp->draw_latlong;
	force_map_update(map);
}

void
toggle_solid_color_terrain(Map *map)
{
	map->solid_color_terrain = !map->solid_color_terrain;
	force_map_update(map);
}

void
toggle_erase_names(Map *map)
{
	map->erase_names = !map->erase_names;
	force_map_update(map);
}

void
do_mouse_down_map_content(Map *map, int h, int v, int mods)
{
	int i, rslt, anysuccess;
	Unit *unit;
	
	/* Remember this cell. */
	m_nearest_cell(map, h, v, &downx, &downy);
	/* Assume that last place clicked is a reasonable focus. */
	if (inside_area(downx, downy)) {
		map->vp->vcx = downx;  map->vp->vcy = downy;
	}
	if (map_modal != NO_MODAL) {
		switch (map_modal) {
			case ATTACK_MODAL:
				set_position_modally();
				do_attack();
				break;
			case FIRE_MODAL:
				set_position_modally();
				do_fire();
				break;
			case FIRE_INTO_MODAL:
				set_position_modally();
				do_fire_into();
				break;
			case SET_FORMATION_MODAL:
				set_position_modally();
				do_set_formation();
				break;
			case MOVE_TO_MODAL:
				set_position_modally();
				do_move_to_command();
				break;
			case ADD_TERRAIN_MODAL:
				set_position_modally();
				do_add_terrain();
				break;
			case REMOVE_TERRAIN_MODAL:
				set_position_modally();
				do_remove_terrain();
				break;
			case DISTANCE_MODAL:
				drag_for_distance(map, h, v);
				break;
			case ZOOM_MODAL:
				select_area_and_zoom(map, h, v, mods);
				break;
			case GENERIC_MODAL:
				set_position_modally();
				break;
			default:
				run_error("unknown modal tool %d", map_modal);
				break;
		}
		/* Reset modality whether or not the command succeeded, otherwise
		   the player can get caught here if no commands can succeed. */
		map_modal = NO_MODAL;
	} else if (mods & cmdKey) {
		if (map->moveonclick && map->autoselect) {
			unselect_all(map);
			m_nearest_unit(map, h, v, &unit);
			if (unit != NULL && (side_controls_unit(dside, unit) || endofgame)) {
				/* The nearest unit will become the "current unit". */
				map->curunit = unit;
				select_unit_on_map(map, unit);
				draw_selections(map);
				move_on_drag(map, unit, mods);
			} else {
				select_all_dragged_over(map, h, v, mods);
				/* Pick the first of the multiple selection as the "current unit". */
				if (map->numselections > 0) {
					map->curunit = map->selections[0];
				}
			}
		} else {
			anysuccess = FALSE;
			for (i = 0; i < map->numselections; ++i) {
				if ((unit = map->selections[i]) != NULL) {
					rslt = move_the_selected_unit(map, unit, h, v);
					if (rslt)
					  anysuccess = TRUE;
				}
			}
			if (!anysuccess)
			  beep();
		}
	} else if (mods & optionKey) {
		for (i = 0; i < map->numselections; ++i) {
			if ((unit = map->selections[i]) != NULL) {
				fire_the_selected_unit(map, unit, h, v);
			}
		}
	} else if (mods & shiftKey) {
		m_nearest_unit(map, h, v, &unit);
		if (unit && side_sees_unit(dside, unit)) {
			/* Invert the selection status of the unit. */
			if (unit_is_selected(map, unit)) {
				unselect_unit_on_map(map, unit);
				erase_selection(map, unit);
			} else {
				select_unit_on_map(map, unit);
				draw_selections_at(map, unit->x, unit->y);
			}
			draw_unit_info(map);
		} else {
			select_all_dragged_over(map, h, v, mods);
		}

	/* Focus on clicked point and select closest own unit if control key is down. */
	} else if (mods & controlKey) {

		long unitdist, mindist = 32000;

		/* Focus on clicked point */
		set_focus(map, downx, downy);
		/* Find nearest own unit and select it */
	    	for (i = 0; i < dside->actionvector->numunits; ++i) {
	    		unit = (dside->actionvector->units)[i].unit;
   			 if (could_be_next_unit(unit) && side_controls_unit(dside, unit)) {
				/* Use least square method */
				unitdist = (downx - unit->x) * (downx - unit->x) + 
					        (downy - unit->y) * (downy - unit->y);
				if (unitdist < mindist) {
					mindist = unitdist;
					unselect_all(map);
					map->curunit = unit;
				}
		    	}
	    	}
		select_unit_on_map(map, map->curunit);
		draw_selections(map);

	} else {
		/* Interpret an unmodified mouse down. */
#ifdef DESIGNERS
		if (is_designer(dside) && tooltype != notool) {
			apply_designer_tool(map, h, v, mods);
		} else
#endif /* DESIGNERS */
		if (map->moveonclick && !is_designer(dside)) {
			/* Usually will only be one to move, but be general anyway. */
			anysuccess = FALSE;
			for (i = 0; i < map->numselections; ++i) {
				if ((unit = map->selections[i]) != NULL) {
					rslt = move_the_selected_unit(map, unit, h, v);
					if (rslt)
					  anysuccess = TRUE;
				}
			}
			if (!anysuccess)
			  beep();
			map->scrolltocurunit = TRUE;
		} else {
			unselect_all(map);
			m_nearest_unit(map, h, v, &unit);
			if (unit != NULL && (side_controls_unit(dside, unit) || endofgame)) {
				select_unit_on_map(map, unit);
				draw_selections(map);
				move_on_drag(map, unit, mods);
			} else {
				select_all_dragged_over(map, h, v, mods);
			}
		}
	}
}

void
select_all_dragged_over(Map *map, int h0, int v0, int mods)
{
	Point pt0, pt1, newmouse;
	int drawn = FALSE;
	Rect tmprect;

	SetPt(&pt0, h0, v0);
	SetPt(&pt1, h0, v0);
	SetRect(&tmprect, h0, v0, h0, v0);
	/* (should be a generic subr?) */
	PenMode(patXor);
	PenPat(QDPat(gray));
	while (WaitMouseUp()) {
		GetMouse(&newmouse);
		if (!EqualPt(pt1, newmouse) /* && PtInRect(newmouse, &(map->window->portRect)) */) {
			if (drawn) {
				tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
				tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
				FrameRect(&tmprect);
			}
			pt1 = newmouse;
			tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
			tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
			FrameRect(&tmprect);
			drawn = TRUE;
		}
	}
	if (drawn) {
		tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
		tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
		FrameRect(&tmprect);
	}
	PenNormal();
	select_all_units_in_rect(map, &tmprect);
}

void
select_area_and_zoom(Map *map, int h0, int v0, int mods)
{
	Point pt0, pt1, newmouse;
	int drawn = FALSE, x, y;
	Rect tmprect;

	SetPt(&pt0, h0, v0);
	SetPt(&pt1, h0, v0);
	/* (should be a generic subr) */
	PenMode(patXor);
	PenPat(QDPat(gray));
	while (WaitMouseUp()) {
		GetMouse(&newmouse);
		if (!EqualPt(pt1, newmouse) /* && PtInRect(newmouse, &(map->window->portRect)) */) {
			if (drawn) {
				tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
				tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
				FrameRect(&tmprect);
			}
			pt1 = newmouse;
			tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
			tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
			FrameRect(&tmprect);
			drawn = TRUE;
		}
	}
	if (drawn) {
		tmprect.left = min(pt0.h, pt1.h);  tmprect.top = min(pt0.v, pt1.v);
		tmprect.right = max(pt0.h, pt1.h);  tmprect.bottom = max(pt0.v, pt1.v);
		FrameRect(&tmprect);
	}
	PenNormal();
	m_nearest_cell(map, pt1.h, pt1.v, &x, &y);
	if (x != downx && y != downy) {
		magnify_to_fit(map, downx, downy, x, y);
	}
}

/* This routine changes a map's viewport and magnification to fit the given rectangle. */

void
magnify_to_fit(Map *map, int x1, int y1, int x2, int y2)
{
	int wid, hgt, wanted, power;

	DGprintf("Magnifying map to fit in area %d,%d - %d,%d\n", x1, y1, x2, y2);
	/* (still need to do y/2 correction) */
	wid = abs(x2 - x1) + 1;  hgt = abs(y2 - y1) + 1;
	map->vp->vcx = min(x1, x2) + wid / 2;  map->vp->vcy = min(y1, y2) + hgt / 2;
	/* Compute the "ideal" size of a displayed cell. */
	wanted = min(map->vp->pxw / wid, map->vp->pxh / hgt);
	/* Search for the best approximation. */
	for (power = NUMPOWERS-1; power > 0; --power) {
		if (hws[power] < wanted) break;
	}
	set_map_mag(map, power);
}

void
move_on_drag(Map *map, Unit *unit, int mods)
{
	int sx, sy, sw, sh, h0, v0, drawn = FALSE, x, y;
	Point pt0, pt1, newmouse;

	m_xform_unit_self(map, unit, &sx, &sy, &sw, &sh);
	h0 = sx + sw / 2;  v0 = sy + sh / 2;
	SetPt(&pt0, h0, v0);
	SetPt(&pt1, h0, v0);
	/* (should be a generic subr?) */
	PenMode(patXor);
	while (WaitMouseUp()) {
		GetMouse(&newmouse);
		/* should scroll, then abort if we drag outside the window */
		if (0 /* PtInRect(newmouse, &(map->window->portRect)) */) {
		}
		if (!EqualPt(pt1, newmouse)) {
			if (drawn) {
				MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
			}
			pt1 = newmouse;
			MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
			drawn = TRUE;
		}
	}
	/* Erase the last drawn line. */
	if (drawn) {
		MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
	}
	PenNormal();
	m_nearest_cell(map, pt1.h, pt1.v, &x, &y);
	if (x != downx || y != downy) {
		if (!move_the_selected_unit(map, unit, pt1.h, pt1.v))
		  beep();
	} else {
		/* (should try to enter another unit in this cell) */
	}
}

void
drag_for_distance(Map *map, int h0, int v0)
{
	Point pt0, pt1, newmouse;
	int drawn = FALSE, x, y;

	SetPt(&pt0, h0, v0);
	SetPt(&pt1, h0, v0);
	/* (should be a generic subr) */
	PenMode(patXor);
	PenPat(QDPat(gray));
	while (WaitMouseUp()) {
		GetMouse(&newmouse);
		/* should scroll, then abort if we drag outside the window */
		if (0 /* PtInRect(newmouse, &(map->window->portRect)) */) {
		}
		if (!EqualPt(pt1, newmouse)) {
			if (drawn) {
				MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
			}
			pt1 = newmouse;
			MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
			drawn = TRUE;
		}
	}
	/* Erase the last drawn line. */
	if (drawn) {
		MoveTo(h0, v0);  LineTo(pt1.h, pt1.v);
	}
	PenNormal();
	m_nearest_cell(map, pt1.h, pt1.v, &x, &y);
	notify(dside, "Distance from %d,%d to %d,%d is %d",
		   downx, downy, x, y, distance(downx, downy, x, y));
}

void
unselect_all(Map *map)
{
	int num = map->numselections;

	if (map->numselections > 0) {
		erase_selections(map);
		map->numselections = 0;
		draw_unit_info(map);
	}
}

/* Add the given unit to the array of units selected in the given map.  If we need
   more space, then grow the array by 50%. */

void
select_unit_on_map(Map *map, Unit *unit)
{
	if (map->numselections >= map->maxselections) {
		int newsize = map->maxselections + map->maxselections / 2;
		Unit **newarray = (Unit **) realloc((char *) map->selections, newsize * sizeof(Unit *));

		if (newarray == NULL) {
			run_warning("couldn't realloc map selection array");
			return;
		}
		map->maxselections = newsize;
		map->selections = newarray;
	}
	map->selections[map->numselections++] = unit;
}

int
unit_is_selected(Map *map, Unit *unit)
{
	int i;

	for (i = 0; i < map->numselections; ++i) {
		if (map->selections[i] == unit)
		  return TRUE;
	}
	return FALSE;
}

void
unselect_unit_on_map(Map *map, Unit *unit)
{
	int i, j;

	for (i = 0; i < map->numselections; ++i) {
		if (map->selections[i] == unit) {
			/* Keep selection list contiguous, move other units down. */
			for (j = i + 1; j < map->numselections; ++j) {
				map->selections[j - 1] = map->selections[j];
			}
			--map->numselections;
			draw_unit_info(map);
			return;
		}
	}
}

/* Given a map and a rectangle in it, select all the units whose images touch on
   that rectangle. */

void
select_all_units_in_rect(Map *map, Rect *rectptr)
{
	int rectissmall = FALSE;
	int sx, sy, sw, sh;
	Unit *unit;
	Rect unitrect, tmprect;
	
	/* First see if we're selecting over a large area or within a single cell. */
	if (rectptr->right - rectptr->left < map->vp->hw
		&& rectptr->bottom - rectptr->top < map->vp->hh) rectissmall = TRUE;
	/* Now look at all the plausible units and see if any's image intersects the rect. */
	for_all_units(unit) {
		if (in_play(unit)
			&& (side_controls_unit(dside, unit) || endofgame)
			&& (rectissmall || unit->transport == NULL)) {
			m_xform_unit_self(map, unit, &sx, &sy, &sw, &sh);
			SetRect(&unitrect, sx, sy, sx + sw, sy + sh);
			if (SectRect(&unitrect, rectptr, &tmprect)) {
				select_unit_on_map(map, unit);
				/* (could do setport etc once...) */
				draw_selected_unit_setport(map, unit);
			}
		}
	}
}

/* This translates the user's "go to here" into appropriate tasks and/or actions. */

int
move_the_selected_unit(Map *map, Unit *unit, int h, int v)
{
	int x, y, rslt;
	Unit *other = NULL;

	m_nearest_cell(map, h, v, &x, &y);
	if (unit_at(x, y) != NULL) {
		m_nearest_unit(map, h, v, &other);
	}
	rslt = advance_into_cell(dside, unit, x, y, other);
	return rslt;
}

void
fire_the_selected_unit(Map *map, Unit *unit, int h, int v)
{
	int x, y;
	Unit *other;

	m_nearest_cell(map, h, v, &x, &y);
	if (x != unit->x || y != unit->y) {
		if (unit->act && unit->plan) { /* (should be more sophisticated test?) */
			if ((other = unit_at(x, y)) != NULL) {
				/* There's a unit to fire at. */
				if (other->side == unit->side) {
					beep();
				} else {
					net_prep_fire_at_action(unit, unit, other, -1);
				}
			} else {
				beep();
			}
		}
	}
}

void
select_exactly_one_unit(Map *map, Unit *unit)
{
    Unit *thisunit;

	if (map->numselections > 0) {		
		thisunit = map->selections[0];
		if (thisunit == unit) return;
	}
	unselect_all(map);
	select_unit_on_map(map, unit);
	scroll_to_unit(map, unit);
	draw_selections(map);
}

void
select_next_unit(Map *map)
{
	select_another(map, find_next_unit);
}

void
select_previous_unit(Map *map)
{
	select_another(map, find_prev_unit);
}

void
select_next_actor(Map *map)
{
	select_another(map, find_next_actor);
}

void
select_previous_actor(Map *map)
{
	select_another(map, find_prev_actor);
}

void
select_next_mover(Map *map)
{
	select_another(map, find_next_mover);
}

void
select_previous_mover(Map *map)
{
	select_another(map, find_prev_mover);
}

void
select_next_awake_mover(Map *map)
{
	select_another(map, find_next_awake_mover);
}

void
select_previous_awake_mover(Map *map)
{
	select_another(map, find_prev_awake_mover);
}

/* Given a map and a searching function, go find the "next" matching unit and select it. */

void
select_another(Map *map, Unit *(*fn)(Side *side, Unit *unit))
{
    Unit *thisunit, *nextunit;

	if (fn == NULL) {
		beep();
		return;
	}
	if (map->numselections > 0) {
		thisunit = map->selections[0];
	} else {
		thisunit = NULL;
	}
	nextunit = (*fn)(dside, thisunit);
	if (nextunit != NULL) {
		unselect_all(map);
		select_unit_on_map(map, nextunit);
		scroll_to_unit(map, nextunit);
		draw_selections(map);
		if (map->autoselect) {
			map->curunit = nextunit;
		}
	} else if (thisunit != NULL) {
		scroll_to_unit(map, thisunit);
		/* (should not be done this way, but how else?) */
		if (map->autoselect
			&& (thisunit->act && thisunit->act->acp > 0)
			&& (thisunit->plan && !thisunit->plan->asleep && !thisunit->plan->reserve && !thisunit->plan->delayed)) {
			map->curunit = thisunit;
		}
	}
}