UltimateZoneBuilder/Source/Core/GZBuilder/Data/MapInfo.cs
MaxED 0f7aa9f827 Added, Sector Edit window, UDMF: added UI for sector damage-realted properties.
Added, DECORATE parser: damage types are now parsed.
Added: the editor now reports duplicate textures/flats/patches/sprites/colormaps/voxels in the loaded wads.
Added, all text parsers: added #region/#endregion support.
Added TERRAIN parser.
Added, Script Editor: added special handling for DECORATE special comments.
Added, Sector Edit window, UDMF: Soundsequence value was setup incorrectly when showing the window for multiple sectors with mixed Soundsequence value. 
Fixed, Map Options window: "Strictly load patches between P_START and P_END" was not applied when applying the changes.
Fixed, MAPINFO parser: MapInfo should be treated as defined when a map MAPINFO block corresponding to current map is encountered even if it doesn't define any properties recognized by the editor.
Fixed, all text parsers: in some cases error line was calculated incorrectly when reporting an error detected by a text parser.
Cosmetic: changed ' to " in the rest of Error and Warning messages.
Internal: added text resource tracking.
Updated ZDoom_DECORATE.cfg.
Updated documentation ("Game Configuration - Basic Settings" page).
2016-02-22 12:33:19 +00:00

71 lines
2.9 KiB
C#

#region ================== Namespaces
using SlimDX;
#endregion
namespace CodeImp.DoomBuilder.GZBuilder.Data
{
public sealed class MapInfo
{
#region ================== Variables
private bool isdefined;
private string title;
private string sky1;
private float sky1scrollspeed;
private string sky2;
private float sky2scrollspeed;
private bool doublesky;
private bool hasfadecolor;
private Color4 fadecolor;
private bool hasoutsidefogcolor;
private Color4 outsidefogcolor;
private int fogdensity;
private int outsidefogdensity;
private bool evenlighting;
private bool smoothlighting;
private int vertwallshade;
private int horizwallshade;
#endregion
#region ================== Properties
public bool IsDefined { get { return isdefined; } internal set { isdefined = value; } }
public string Title { get { return title; } internal set { title = value; isdefined = true; } }
public string Sky1 { get { return sky1; } internal set { sky1 = value; isdefined = true; } }
public float Sky1ScrollSpeed { get { return sky1scrollspeed; } internal set { sky1scrollspeed = value; isdefined = true; } }
public string Sky2 { get { return sky2; } internal set { sky2 = value; isdefined = true; } }
public float Sky2ScrollSpeed { get { return sky2scrollspeed; } internal set { sky2scrollspeed = value; isdefined = true; } }
public bool DoubleSky { get { return doublesky; } internal set { doublesky = value; isdefined = true; } }
public bool HasFadeColor { get { return hasfadecolor; } internal set { hasfadecolor = value; isdefined = true; } }
public Color4 FadeColor { get { return fadecolor; } internal set { fadecolor = value; isdefined = true; } }
public bool HasOutsideFogColor { get { return hasoutsidefogcolor; } internal set { hasoutsidefogcolor = value; isdefined = true; } }
public Color4 OutsideFogColor { get { return outsidefogcolor; } internal set { outsidefogcolor = value; isdefined = true; } }
public int FogDensity { get { return fogdensity; } internal set { fogdensity = value; isdefined = true; } }
public int OutsideFogDensity { get { return outsidefogdensity; } internal set { outsidefogdensity = value; isdefined = true; } }
public bool EvenLighting { get { return evenlighting; } internal set { evenlighting = value; isdefined = true; } }
public bool SmoothLighting { get { return smoothlighting; } internal set { smoothlighting = value; isdefined = true; } }
public int VertWallShade { get { return vertwallshade; } internal set { vertwallshade = value; isdefined = true; } }
public int HorizWallShade { get { return horizwallshade; } internal set { horizwallshade = value; isdefined = true; } }
#endregion
#region ================== Constructor
public MapInfo()
{
vertwallshade = 16;
horizwallshade = -16;
fogdensity = 255;
outsidefogdensity = 255;
}
#endregion
}
}