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CompileOptions.h
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CompileOptions.h
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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
////////////////////////////////////////////////////////////////////////////////