/******* boinkout.h ***************/ /* You should define one and only one of the following entries as a */ /* non-zero value depending on which compiler you are using. */ #define LASER 1 /* 1 if laser c, 0 if other */ #define MWC 0 /* 1 if mark williams c, 0 if other */ #if (LASER) #define HIDE_MOUSE asm{ dc.w 0xa00a } #define SHOW_MOUSE asm{ dc.w 0xa009 } #else #define HIDE_MOUSE graf_mouse(M_OFF,0L); #define SHOW_MOUSE graf_mouse(M_ON,0L); #endif #define SIDE_S 0x1e #define TOP_S 0x1d #define BOT_S 0x1f #define TRUE 1 #define FALSE 0 typedef struct { int x,y,w,h; } RECT; typedef struct { int id; int (*ani_funct)(); int x,y; int xspeed, yspeed; int array[8]; int l,t,r,b; /* redraw region */ int spin_dir; int ball_ht, ball_wid; int half_ht, half_wid; int ball_num; } BALL_STRUCT; /******* ball id's *********/ #define UNUSED 0 #define BALL 1 #define FUJI 2 #define EYE 3 typedef struct { int (*ani_funct)(); /* ptr to the function to do the animation */ int x,y; /* position of the animation */ int frame; /* the frame number for this animation */ } ANI_STRUCT; #define MAX_BALLS 12 #define MAX_ANI 60 #define Blit(a) xbios(0x40,a) #define WIDTH 440 #define HEIGHT 362 #define NO_WINDOW (-1) #define MIN_WIDTH (113) #define MIN_HEIGHT (2*gl_hbox + ball_ht + 1) #define BONUS 500 #define BNORMAL 3 #define BLACKMODE 15 #define LEVELS 36