/* * Copyright (c) Contributors, http://opensimulator.org/ * See CONTRIBUTORS.TXT for a full list of copyright holders. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * Neither the name of the OpenSim Project nor the * names of its contributors may be used to endorse or promote products * derived from this software without specific prior written permission. * * THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE * DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ using System; using libsecondlife; using log4net; namespace OpenSim.Framework { public class RegionSettings { private LLUUID m_RegionUUID = LLUUID.Zero; public LLUUID RegionUUID { get { return m_RegionUUID; } set { m_RegionUUID = value; } } private bool m_BlockTerraform = false; public bool BlockTerraform { get { return m_BlockTerraform; } set { m_BlockTerraform = value; } } private bool m_BlockFly = false; public bool BlockFly { get { return m_BlockFly; } set { m_BlockFly = value; } } private bool m_AllowDamage = false; public bool AllowDamage { get { return m_AllowDamage; } set { m_AllowDamage = value; } } private bool m_RestrictPushing = false; public bool RestrictPushing { get { return m_RestrictPushing; } set { m_RestrictPushing = value; } } private bool m_AllowLandResell = true; public bool AllowLandResell { get { return m_AllowLandResell; } set { m_AllowLandResell = value; } } private bool m_AllowLandJoinDivide = true; public bool AllowLandJoinDivide { get { return m_AllowLandJoinDivide; } set { m_AllowLandJoinDivide = value; } } private bool m_BlockShowInSearch = false; public bool BlockShowInSearch { get { return m_BlockShowInSearch; } set { m_BlockShowInSearch = value; } } private int m_AgentLimit = 40; public int AgentLimit { get { return m_AgentLimit; } set { m_AgentLimit = value; } } private double m_ObjectBonus = 1.0; public double ObjectBonus { get { return m_ObjectBonus; } set { m_ObjectBonus = value; } } private int m_Maturity = 1; public int Maturity { get { return m_Maturity; } set { m_Maturity = value; } } private bool m_DisableScripts = false; public bool DisableScripts { get { return m_DisableScripts; } set { m_DisableScripts = value; } } private bool m_DisableCollisions = false; public bool DisableCollisions { get { return m_DisableCollisions; } set { m_DisableCollisions = value; } } private bool m_DisablePhysics = false; public bool DisablePhysics { get { return m_DisablePhysics; } set { m_DisablePhysics = value; } } private LLUUID m_TerrainTexture1 = LLUUID.Zero; public LLUUID TerrainTexture1 { get { return m_TerrainTexture1; } set { m_TerrainTexture1 = value; } } private LLUUID m_TerrainTexture2 = LLUUID.Zero; public LLUUID TerrainTexture2 { get { return m_TerrainTexture2; } set { m_TerrainTexture2 = value; } } private LLUUID m_TerrainTexture3 = LLUUID.Zero; public LLUUID TerrainTexture3 { get { return m_TerrainTexture3; } set { m_TerrainTexture3 = value; } } private LLUUID m_TerrainTexture4 = LLUUID.Zero; public LLUUID TerrainTexture4 { get { return m_TerrainTexture4; } set { m_TerrainTexture4 = value; } } private double m_Elevation1NW = 10; public double Elevation1NW { get { return m_Elevation1NW; } set { m_Elevation1NW = value; } } private double m_Elevation2NW = 60; public double Elevation2NW { get { return m_Elevation2NW; } set { m_Elevation2NW = value; } } private double m_Elevation1NE = 10; public double Elevation1NE { get { return m_Elevation1NE; } set { m_Elevation1NE = value; } } private double m_Elevation2NE = 60; public double Elevation2NE { get { return m_Elevation2NE; } set { m_Elevation2NE = value; } } private double m_Elevation1SE = 10; public double Elevation1SE { get { return m_Elevation1SE; } set { m_Elevation1SE = value; } } private double m_Elevation2SE = 60; public double Elevation2SE { get { return m_Elevation2SE; } set { m_Elevation2SE = value; } } private double m_Elevation1SW = 10; public double Elevation1SW { get { return m_Elevation1SW; } set { m_Elevation1SW = value; } } private double m_Elevation2SW = 60; public double Elevation2SW { get { return m_Elevation2SW; } set { m_Elevation2SW = value; } } private double m_WaterHeight = 20; public double WaterHeight { get { return m_WaterHeight; } set { m_WaterHeight = value; } } private double m_TerrainRaiseLimit = 100; public double TerrainRaiseLimit { get { return m_TerrainRaiseLimit; } set { m_TerrainRaiseLimit = value; } } private double m_TerrainLowerLimit = 100; public double TerrainLowerLimit { get { return m_TerrainLowerLimit; } set { m_TerrainLowerLimit = value; } } private bool m_UseEstateSun = true; public bool UseEstateSun { get { return m_UseEstateSun; } set { m_UseEstateSun = value; } } private bool m_FixedSun = false; public bool FixedSun { get { return m_FixedSun; } set { m_FixedSun = value; } } private double m_SunPosition = 0.0; public double SunPosition { get { return m_SunPosition; } set { m_SunPosition = value; } } private LLUUID m_Covenant = LLUUID.Zero; public LLUUID Covenant { get { return m_Covenant; } set { m_Covenant = value; } } } }