int ret, x1 = state->w+1, y1 = state->h+1;
if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
int ret, x1 = state->w+1, y1 = state->h+1;
if (x > 0 && x < x1 && y > 0 && y < y1) return 0; /* in arena */
debug(("isball, new (%d, %d)\n", gx, gy));
/* if we're off the grid (into the firing range) there's never a ball. */
debug(("isball, new (%d, %d)\n", gx, gy));
/* if we're off the grid (into the firing range) there's never a ball. */
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
draw_rect_outline(dr, dx, dy, TILE_SIZE, TILE_SIZE, COL_GRID);
if (gs_tile &~ (LASER_WRONG | LASER_OMITTED | FLAG_CURSOR)) {
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,
FALSE, FALSE, game_print_size, game_print,
TRUE, /* wants_statusbar */
FALSE, game_timing_state,