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- ////////////////////////////////////////////////////////////////////////////////
- //
- // Copyright 2016 RWS Inc, All Rights Reserved
- //
- // This program is free software; you can redistribute it and/or modify
- // it under the terms of version 2 of the GNU General Public License as published by
- // the Free Software Foundation
- //
- // This program is distributed in the hope that it will be useful,
- // but WITHOUT ANY WARRANTY; without even the implied warranty of
- // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- // GNU General Public License for more details.
- //
- // You should have received a copy of the GNU General Public License along
- // with this program; if not, write to the Free Software Foundation, Inc.,
- // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- //
- // CompileOptions.h
- // Special compile options
- //
- // History:
- // 07/21/97 JMI Started tracking history of this file.
- // Disabled DISABLE_EDITOR_SAVE_AND_PLAY.
- //
- // 07/23/97 BRH Changed expiration date.
- //
- // 07/23/97 JMI 'Uncommented-out' or 'Commented-in' the
- // DISABLE_EDITOR_SAVE_AND_PLAY as per Online Beta Demo Patch
- // Marketing Extravaganza Fiasco blah blah blah.
- //
- // 07/28/97 JMI Added MARKETING_RELEASE to indicate that it is, well, a
- // marketing release.
- //
- // 08/17/97 JMI Commented out CHECK_EXPIRATION_DATE.
- //
- // 08/18/97 JMI Added SALES_DEMO macro.
- //
- // 09/03/97 JMI Added USE_NEW_CHEATS which signifies to input that it
- // should use the new cheats.
- //
- // 09/04/97 JMI Enabled USE_NEW_CHEATS as we should use it from now on.
- //
- // 09/11/97 JMI Modified ENABLE_PLAY_SPECIFIC_REALMS_ONLY to be
- // "skirts.rlm".
- // Also, added COMP_USA_RELEASE for Bill's changes to game.cpp.
- //
- // 09/11/97 JMI Changed ENABLE_PLAY_SPECIFIC_REALMS_ONLY so it was a mere
- // switch and not the realm name that can be played.
- //
- // 09/11/97 JMI Added commented out SHAREWARE_RELEASE.
- //
- // 09/11/97 MJR Added macros for specific realms.
- //
- // 09/12/97 MJR Set macros for the "CompUsa" version
- //
- // 09/16/97 MJR Renamed to the more-correct ONLINE_DEMO_RELEASE.
- // Added conditional compilation for various options.
- //
- // 09/17/97 JMI Setup correct options for ONLINE_DEMO_RELEASE (correctly
- // known as SHAREWARE_RELEASE :) ).
- // Also, added USE_LA_PALOMA_CHEATS which is like the 'DOS for
- // Dummies' of cheats, allowing us to keep the 'real' cheats
- // anonymous and make them easy for the editors' demo.
- //
- // 09/17/97 JMI Commented out USE_LA_PALOMA_CHEATS.
- //
- // 09/18/97 JMI Added EXPIRATION_MSG_POSTAL_LAUNCH_WEEKEND.
- //
- // 09/18/97 JMI Put all settings back to the online demo settings and
- // tried to categorize a little.
- //
- // 09/23/97 JMI Added localization macros.
- //
- // 09/24/97 JMI Commented out ONLINE_DEMO_RELEASE and
- // ENABLE_PLAY_SPECIFIC_REALMS_ONLY.
- //
- // 09/25/97 JMI Commented out EDITOR_DISABLED.
- //
- // 10/10/97 JMI Added ALLOW_JOYSTICK macro which enables joystick support.
- //
- // 10/16/97 JMI Added NO_MPATH macro which, when defined, causes exclusion
- // of MPath in game.cpp.
- //
- // 10/23/97 JMI Uncommented out (i.e., commented in) NO_MPATH macro.
- //
- // 11/21/97 JMI Added ADD_ON_PACK macro.
- //
- // 09/27/99 JMI Temporarily (perhaps permanently) removed the must-be-on-cd
- // and check-for-cd macros.
- //
- // JMI Added JAPAN and VIOLENT_LOCALE macros.
- //
- // 10/07/99 JMI Removed ADD_ON_PACK macro (from Special Delivery).
- // Added comment on setup of JAPAN_ADD_ON and SUPER_POSTAL
- // macros.
- //
- // Changed JAPAN_ADD_ON and SUPER_POSTAL to work more like the
- // LOCALE macro where there's a macro TARGET defined to either
- // JAPAN_ADD_ON or SUPER_POSTAL. JAPAN_ADD_ON and
- // SUPER_POSTAL are defined in this file and TARGET is defined
- // in the project settings.
- //
- // 02/04/00 MJR Added PROMPT_FOR_ORIGINAL_CD and enabled it in the case of
- // the JAPAN_ADD_ON.
- // Also cleaned up the whole file to make it easier to read.
- //
- // 03/30/00 MJR Another huge clean up plus lots of new documentation.
- // Added REQUIRE_POSTAL_CD as a subset of what CHECK_FOR_CD
- // used to do.
- // Added POSTAL_PLUS and added appropriate support for it.
- // Moved APP_NAME and PREFS_FILE macros into here.
- //
- // More docs and a few minor tweaks.
- //
- // Cleaned up docs a bit more.
- // Added START_MENU_ADDON_ITEM for POSTAL_PLUS.
- //
- // 06/24/01 MJR Added DEMO macro to support the creation of demo
- // versions of whatever TARGET is set to. HOWEVER,
- // I only paid attention to the POSTAL PLUS target, so
- // demo version of other targets may or may not work!
- //
- // Added SHOW_EXIT_SCREEN macro (see description below).
- //
- // Renamed some of the older macros to make it more clear
- // what they do. Only did this because they seemed related
- // to the new DEMO macro, although in the end it turned out
- // they were only vaguely related.
- //
- // Got rid of the CompUSA macros, which are totally obsolete.
- //
- // Added MULTIPLAYER_DISABLED macro (see description below).
- //
- ////////////////////////////////////////////////////////////////////////////////
- //
- // This file basically determines which game configuration will be built.
- //
- // There are three key macros that control the compilation of the game:
- // TARGET
- // LOCALE
- // SPAWN
- // These macros should be set via the compiler preprocessor options.
- // They are described in detail in separate sections below.
- //
- // In general, any code that uses the TARGET and LOCALE macros should belong
- // to a project that defines those macros. In that case, the code can
- // assume the macros are defined and set to valid values (there are tests
- // below to validate the macros).
- //
- // However, it is possible that a header file that uses TARGET or LOCALE
- // might be included by files belonging to a project that does NOT define
- // those macros. In that case, the header should properly handle the case
- // where the macros are not defined. (For example: SampleMaster.h)
- //
- // There are many other macros defined in this file that are dependant
- // on TARGET and LOCALE. This creates an indirect dependency that may not
- // be immediately obvious. It's something to keep in mind when writing
- // code that uses any of these macros.
- //
- // Additional sections below provide details on other macros.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #ifndef COMPILE_OPTIONS_H
- #define COMPILE_OPTIONS_H
- ////////////////////////////////////////////////////////////////////////////////
- // The TARGET macro must be set equal to one of the macros defined below.
- // It should be set in Project Settings (in the C/C++ Preprocessor section).
- //
- // To add a new target, just define one below using the next available value,
- // then make the necessary source file changes to accomodate it.
- //
- // Do a Find-In-Files for "TARGET" to find out what features are currently
- // based on this macro.
- //
- // Note that there are no targets here for the original Postal or for
- // Special Delivery. This is because this scheme didn't exist back then.
- // The source you're working with now is based on the original source, but
- // has in fact been branched off entirely. It is not possible to actually
- // rebuild those two titles EXACTLY from this source base. Many features
- // and changes have been made, such as faster multiplayer, faster rendering,
- // and a multitude of other, smaller changes. If you did want to recreate
- // the original versions, you'd have to use the original source base.
- ////////////////////////////////////////////////////////////////////////////////
- // This is an add-on pack that adds Japanese voice and a couple of Japanese
- // levels to the original Postal.
- #define JAPAN_ADD_ON 1
- // This is a standalone product that used Japanese voice and included all the
- // original levels, Special Delivery levels, and two new Japanese levels.
- #define SUPER_POSTAL 2
- // This is a standalone product that combines the original levels and
- // Special Delivery levels.
- #define POSTAL_PLUS 3
- // Added a define for POSTAL_2015 (Steam version)
- #define POSTAL_2015 4
- // If it's defined, make sure it's valid. See end of file for what
- // happens when it's not defined.
- #if defined(TARGET)
- #if TARGET == JAPAN_ADD_ON
- #elif TARGET == SUPER_POSTAL
- #elif TARGET == POSTAL_PLUS
- #elif TARGET == POSTAL_2015
- #else
- #error TARGET is set to an unrecognized value
- #endif
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // The LOCALE macro must be set equal to one of the macros defined below.
- // It should be set in Project Settings (in the C/C++ Preprocessor section).
- //
- // To add a new locale, just define one below using the next available value,
- // then make the necessary source file changes to accomodate it.
- //
- // Do a Find-In-Files for "LOCALE" to find out what features are currently
- // based on this macro.
- ////////////////////////////////////////////////////////////////////////////////
- #define US 1
- #define UK 2
- #define ARIAN 3
- #define MIME 4
- #define JAPAN 5
- // Synomyms for the humor-impaired
- #define GERMAN ARIAN
- #define FRENCH MIME
- // If it's defined, make sure it's valid. See end of file for what
- // happens when it's not defined.
- #if defined(LOCALE)
- // Verify that it was set to a good value
- #if LOCALE == US
- #elif LOCALE == UK
- #elif LOCALE == ARIAN
- #elif LOCALE == MIME
- #elif LOCALE == JAPAN
- #else
- #error LOCALE is set to an unrecognized value
- #endif
- #endif
- // This macro is true when the LOCALE allows the full level of violence
- #define VIOLENT_LOCALE (LOCALE == US || LOCALE == JAPAN)
- // This macro is true when the LOCALE is okay with the use of English text
- #define ENGLISH_LOCALE (LOCALE == US || LOCALE == UK || LOCALE == JAPAN)
- ////////////////////////////////////////////////////////////////////////////////
- // The DEMO macro should be defined to create a demo version.
- // It should be set in Project Settings (in the C/C++ Preprocessor section).
- //
- // A demo version is based on the full product but includes only one level
- // and does not include the editor or multiplayer support.
- //
- // DEMO is currently only setup to work with the TARGET set to POSTAL PLUS.
- // It's relatively easy to get it to work with other targets, but since
- // they weren't needed at the time, and I didn't want to test them, I
- // didn't bother adding support for that.
- //
- // To create a DEMO version, all that is necessary is to define the macro.
- // If you don't define it, you get the normal version of the game.
- //
- // You can NOT use DEMO and SPAWN at the same time!
- ////////////////////////////////////////////////////////////////////////////////
- #if defined (SPAWN) && defined (DEMO)
- #error DEMO and SPAWN cannot be used together.
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // The SPAWN macro should be defined to create a multiplayer-only version.
- // It should be set in Project Settings (in the C/C++ Preprocessor section).
- //
- // "Spawn" is (or was) the popular term for a limited, multiplayer version of
- // a game that was included on the game CD so that other people could play
- // without having to buy their own copy of the game.
- //
- // To create a SPAWN version, all that is necessary is to define the macro.
- // If you don't define it, you get the normal version of the game.
- //
- // You can NOT use DEMO and SPAWN at the same time!
- ////////////////////////////////////////////////////////////////////////////////
- #if defined (SPAWN) && defined (DEMO)
- #error DEMO and SPAWN cannot be used together.
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Set APP_NAME to the text to be displayed in various message boxes and used
- // as the title of the main application window.
- //
- // Set MAIN_MENU_TITLE to the title for the main menu. This should generally
- // match APP_NAME, except it should be all-caps.
- //
- // In previous products, these names were always "POSTAL" which seems stupid in
- // retrospect. Now, the idea is to set them to match the product's consumer
- // name (which is probably different than its internal project name).
- //
- // Note that these macros do NOT effect the executable name! Use Project
- // Settings to verify the executable name. By default, it seems to be
- // based on the Project (.dsp) name, but if it was ever modified manually
- // then it may need to be updated manually. And again, the executable
- // name should be set to the product's consumer name.
- //
- ////////////////////////////////////////////////////////////////////////////////
- #if defined(TARGET) && defined(LOCALE)
- #if TARGET == POSTAL_PLUS
- #if defined(SPAWN)
- #define APP_NAME "Postal Plus MP"
- #define MAIN_MENU_TITLE "POSTAL PLUS MP"
- #elif defined (DEMO)
- #define APP_NAME "Postal Plus Demo"
- #define MAIN_MENU_TITLE "POSTAL PLUS DEMO"
- #else
- #define APP_NAME "Postal Plus"
- #define MAIN_MENU_TITLE "POSTAL PLUS"
- #endif
- #else
- // Prior to this point, all targets used the same name, so for
- // consistency sake, let's leave it that way.
- #define APP_NAME "Postal"
- #define MAIN_MENU_TITLE "POSTAL"
- #endif
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Preference file name (in other words, the all important .ini file).
- ////////////////////////////////////////////////////////////////////////////////
- #if defined(TARGET) && defined(LOCALE)
- #if LOCALE == US
- #if TARGET == POSTAL_PLUS
- #if defined(SPAWN)
- #define PREFS_FILE "Postal Plus MP.ini"
- #elif defined (DEMO)
- #define PREFS_FILE "Postal Plus Demo.ini"
- #else
- #if PLATFORM_UNIX
- #define PREFS_FILE "postal_plus.ini"
- #else
- #define PREFS_FILE "Postal Plus.ini"
- #endif
- #endif
- #else
- #define PREFS_FILE "POSTAL.INI"
- #endif
- #elif LOCALE == UK
- #define PREFS_FILE "PostalUK.INI"
- #elif LOCALE == FRENCH
- #define PREFS_FILE "PostalFr.INI"
- #elif LOCALE == GERMAN
- #define PREFS_FILE "PostalGr.INI"
- #elif LOCALE == JAPAN
- #if TARGET == JAPAN_ADD_ON
- #define PREFS_FILE "Postal Japan Add On.ini"
- #elif TARGET == SUPER_POSTAL
- #define PREFS_FILE "Super Postal.ini"
- #endif
- #endif
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // The following macros can be defined in order to enable/disable various
- // features.
- //
- // EDITOR_DISABLED When defined, the editor item on the main menu is
- // disabled, and much of the editor code is not
- // included in the executable.
- //
- // REQUIRE_POSTAL_CD When defined, the program will check to see if
- // the CD appears to be the original Postal CD. It
- // does this by checking that one particular file
- // exists and one other particular file doesn't
- // exist. This was designed to tell the difference
- // between the Postal and Special Delivery CD's.
- // Now that several other Postal-related CD's have
- // been released, this particular test will not
- // be able to properly tell them apart. Therefore,
- // this macro is pretty much obsolete.
- //
- // Idea: If the need to differentiate CD's comes up
- // again, we might be able to use the fact that
- // newer versions (Japan and Postal Plus) have used
- // specifically-named ini files.
- //
- // MUST_BE_ON_CD When defined, the program makes sure that the
- // drive refered to by the CD path is actually a
- // CD-ROM drive as far as the operating system knows.
- // This only works for Windows.
- //
- // CHECK_FOR_COOKIE When defined, the program will check for a
- // "cookie" (special value) at a particular position
- // in a particularly large file on the CD. If the
- // cookie is incorrect, the program will not operate
- // correctly. This would typically be used when you
- // want an extra degree of anti-piracy. This was
- // used by the original Postal.
- //
- // DISABLE_EDITOR_SAVE_AND_PLAY When defined, the editor's save and play
- // features are both disabled. This would typically
- // be used for single-level demo releases, where you
- // don't want players to be able to create their own
- // levels because they haven't yet bought the game.
- //
- // PROMPT_FOR_ORIGINAL_CD When defined, the player is prompted (before the
- // title screens even appear) to make sure the
- // original CD is inserted. No actual test is done
- // to verify that the CD was inserted. This would
- // typically be used for "add-on packs" that require
- // the original CD.
- //
- // START_MENU_ADDON_ITEM When defined, an additional item appears on the
- // start menu that allows the user to start on the
- // first add-on level. If this macro is used, you
- // must add customized text for the menu items
- // in localize.cpp.
- //
- // TITLE_SHOW_DISTRIBUTOR When defined, the distributor screen is shown.
- // Otherwise, it is not.
- //
- // SHOW_EXIT_SCREEN When defined, we show a screen when the player
- // chooses to exit the app. The screen stays up
- // until the player clicks or hits a button.
- //
- // MULTIPLAYER_DISABLED When defined, all multiplayer support is disabled.
- //
- // ENABLE_PLAY_SPECIFIC_REALMS_ONLY When defined, the game will only
- // play specific realms. See elsewhere for more
- // info on how this works.
- //
- // The above macros should be defined below (as appropriate) based on the
- // current TARGET, LOCALE and SPAWN macros.
- ////////////////////////////////////////////////////////////////////////////////
- #if defined(TARGET) && defined(LOCALE)
- #if TARGET == JAPAN_ADD_ON
- #if defined(SPAWN)
- #define EDITOR_DISABLED
- #else
- #define PROMPT_FOR_ORIGINAL_CD
- #define START_MENU_ADDON_ITEM
- #define TITLE_SHOW_DISTRIBUTOR
- #endif
- #elif TARGET == SUPER_POSTAL
- #if defined(SPAWN)
- #define EDITOR_DISABLED
- #else
- #define TITLE_SHOW_DISTRIBUTOR
- #endif
- #elif TARGET == POSTAL_PLUS
- #if defined(SPAWN)
- #define EDITOR_DISABLED
- #elif defined (DEMO)
- #define EDITOR_DISABLED
- #define MULTIPLAYER_DISABLED
- #define ENABLE_PLAY_SPECIFIC_REALMS_ONLY
- #define SHOW_EXIT_SCREEN
- #elif defined(WIN32)
- //#define MUST_BE_ON_CD
- //#define START_MENU_ADDON_ITEM
- #endif
- #elif TARGET == POSTAL_2015
- #define MULTIPLAYER_REMOVED
- #define EDITOR_REMOVED
- #define LOADLEVEL_REMOVED
- #define START_MENU_ADDON_ITEM
- #endif
- #endif
- // Turn off multiplayer on MacOSX/Linux...not worth it. --ryan.
- // This just takes it out of the menus...code is still compiled in.
- #if 1 //PLATFORM_UNIX
- #define MULTIPLAYER_REMOVED
- #define EDITOR_REMOVED
- #define LOADLEVEL_REMOVED // bleh, no file dialog thingey. :/
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Define the character to be used as the separator in the audio sak filenames.
- //
- // This was originally hard-wired to "_" which gave us names like
- // 11025_16.sak
- // where the separator is used between the rate and the number of bits.
- //
- // For the Japanese version of Postal, the audio was re-recorded in Japanese.
- // If this had been purely a stand-alone product, no change would have been
- // required in the audio sak filenames. However, it was also available as
- // an add-on that would change all the audio in the original Postal to the new
- // Japanese audio. However, we also wanted the user to be able to go back to
- // the original Postal installation and play the game with the original English
- // audio. Therefore, a new naming scheme was devised so we could keep both
- // versions of the audio files in the same folder. For the Japanese versions,
- // the "_" was changed to "j".
- //
- // That led to the creation of this macro to make this feature easy to maintain.
- ////////////////////////////////////////////////////////////////////////////////
- #if defined(TARGET) && defined(LOCALE)
- #if LOCALE == JAPAN
- #define AUDIO_SAK_SEPARATOR_CHAR 'j'
- #else
- #define AUDIO_SAK_SEPARATOR_CHAR '_'
- #endif
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Cheating
- //
- // These macros control which cheat-keys are enabled. If USE_LA_PALOMA_CHEATS
- // is defined, then USE_NEW_CHEATS has no effect. Since the LaPaloma cheats
- // were designed just to be used for a specific event, they should probably
- // never be needed again. And since the "new cheats" were designed to replace
- // values that had become public too soon, that should probably always be
- // defined, unless we decide to change them again some time in the future.
- ////////////////////////////////////////////////////////////////////////////////
- //#define USE_LA_PALOMA_CHEATS
- #define USE_NEW_CHEATS
- // Enable this for sales demos. This enables a cheat ("sell") that gives you
- // everything plus invincibility and ability to go to next level at any time.
- //#define SALES_DEMO
- ////////////////////////////////////////////////////////////////////////////////
- // Expiration Check
- //
- // When CHECK_EXPIRATION_DATE is defined, the game will check to see whether
- // it has expired (according to the dates defined below) and if so, it will
- // no longer play properly (all the characters will burst into flames shortly
- // after the start of a level).
- //
- // If this feature is used, then you need to set the release and expiration
- // date values.
- //
- // RELEASE_DATE is the earliest date the game will be run. If it is run
- // before this date, it will assume the user is trying to circumvent the
- // expiration feature, and it will consider itself expired.
- //
- // EXPIRATION_DATE is the latest date the game will run. After this date,
- // it will be expired.
- //
- // SAFE_DATE appears to be some date far in the future. I can't remember
- // what it was used for.
- //
- // Dates are calculated using the following math:
- //
- // Time to 1/1/97 from 1/1/70 = 852076800
- // 1/1/70 = 0
- // 1/1/97 = (365*27) + 7 extra leap year days) * 24 * 60 * 60 = 852076800
- // 7/17/97 = 198th day in the year = 198 * 24 * 60 * 60
- // 9/22/97 = 265th day in the year = 265 * 24 * 60 * 60 = 22896000
- //
- ////////////////////////////////////////////////////////////////////////////////
- #define RELEASE_DATE 869443200 // Real release date - change before sending 7/20/97
- #define EXPIRATION_DATE (22896000+852076800-1) // 11:59pm Sepember 30, 1997 (day 273)
- #define SAFE_DATE 2047483000 // We'll all be dead.
- // These macros cause customized expiration messages to be displayed instead
- // of the standard expiration message. These particular messages are obsolete,
- // but I left these in just to illustrate how the messages could be customized.
- //#define EXPIRATION_MSG_MARKETING_RELEASE
- //#define EXPIRATION_MSG_POSTAL_LAUNCH_WEEKEND
- ////////////////////////////////////////////////////////////////////////////////
- // Level Limitations
- //
- // The game can be set to only allow playing of a specific realm. This is
- // normally used for demos which are limited to one level.
- //
- // To enable this feature, simply define ENABLE_PLAY_SPECIFIC_REALMS_ONLY.
- //
- // The following macros determine which realm will be used for multiplayer
- // games. Note that the text, file name, and number MUST match the associated
- // values in the "standard" realms.ini!!! Also note that changing these values
- // to a different realm is only one step -- you must also change the files
- // being included by MemFileFest.cpp!!!
- ////////////////////////////////////////////////////////////////////////////////
- #if defined(ENABLE_PLAY_SPECIFIC_REALMS_ONLY)
- #define SPECIFIC_MP_REALM_TEXT "Build Your Own Death"
- #define SPECIFIC_MP_REALM_FILE "res/levels/multi/mpconsit.rlm"
- #define SPECIFIC_MP_REALM_NUM 10
- #endif
- ////////////////////////////////////////////////////////////////////////////////
- // Miscellaneous Stuff
- ////////////////////////////////////////////////////////////////////////////////
- #define ALLOW_JOYSTICK
- #endif // COMPILE_OPTIONS_H
- ////////////////////////////////////////////////////////////////////////////////
- // EOF
- ////////////////////////////////////////////////////////////////////////////////
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