/*
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 * See CONTRIBUTORS.TXT for a full list of copyright holders.
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 * modification, are permitted provided that the following conditions are met:
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 *     * 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.
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 *       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
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 * SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
 */

using System;
using System.Collections.Generic;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.Framework.Interfaces
{
    public interface IAttachmentsModule
    {
        /// <summary>
        /// Copy attachment data from a ScenePresence into the AgentData structure for transmission to another simulator
        /// </summary>
        /// <param name='sp'></param>
        /// <param name='ad'></param>
        void CopyAttachments(IScenePresence sp, AgentData ad);

        /// <summary>
        /// Copy attachment data from an AgentData structure into a ScenePresence.
        /// </summary>
        /// <param name='ad'></param>
        /// <param name='sp'></param>
        void CopyAttachments(AgentData ad, IScenePresence sp);

        /// <summary>
        /// RezAttachments. This should only be called upon login on the first region.
        /// Attachment rezzings on crossings and TPs are done in a different way.
        /// </summary>
        /// <remarks>
        /// This is only actually necessary for viewers which do not have a current outfit folder (these viewers make
        /// their own attachment calls on login) and agents which have attachments but no viewer (e.g. NPCs).
        /// </remarks>
        /// <param name="sp"></param>
        void RezAttachments(IScenePresence sp);

        /// <summary>
        /// Derez the attachements for a scene presence that is closing.
        /// </summary>
        /// <remarks>
        /// Attachment changes are saved.
        /// </remarks>
        /// <param name="sp">The presence closing</param>
        /// <param name="saveChanged">Save changed attachments.</param>
        /// <param name="saveAllScripted">Save attachments with scripts even if they haven't changed.</para>
        void DeRezAttachments(IScenePresence sp);

        /// <summary>
        /// Delete all the presence's attachments from the scene
        /// This is done when a root agent leaves/is demoted to child (for instance, on logout, teleport or region cross).
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="silent"></param>
        void DeleteAttachmentsFromScene(IScenePresence sp, bool silent);

        /// <summary>
        /// Attach an object to an avatar.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="grp"></param>
        /// <param name="AttachmentPt"></param>
        /// <param name="silent"></param>
        /// <param name="addToInventory">If true then add object to user inventory</param>
        /// <param name="append">Append to attachment point rather than replace.</param>
        /// <returns>true if the object was successfully attached, false otherwise</returns>
        bool AttachObject(IScenePresence sp, SceneObjectGroup grp, uint AttachmentPt, bool silent, bool addToInventory, bool append);

        /// <summary>
        /// Rez an attachment from user inventory and change inventory status to match.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="itemID"></param>
        /// <param name="AttachmentPt"></param>
        /// <returns>The scene object that was attached.  Null if the scene object could not be found</returns>
        SceneObjectGroup RezSingleAttachmentFromInventory(IScenePresence sp, UUID itemID, uint AttachmentPt);

        /// <summary>
        /// Rez multiple attachments from a user's inventory
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="rezlist"></param>
        void RezMultipleAttachmentsFromInventory(IScenePresence sp,List<KeyValuePair<UUID, uint>> rezlist);
            
        /// <summary>
        /// Detach the given item to the ground.
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="objectLocalID"></param>
        void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID);

        /// <summary>
        /// Detach the given item to the ground at the specified coordinates & rotation
        /// </summary>
        /// <param name="sp"></param>
        /// <param name="objectLocalID"></param>
        /// <param name="absolutePos"></param>
        /// <param name="absoluteRot"></param>
        void DetachSingleAttachmentToGround(IScenePresence sp, uint objectLocalID, Vector3 absolutePos, Quaternion absoluteRot);

        /// <summary>
        /// Detach the given attachment so that it remains in the user's inventory.
        /// </summary>
        /// <param name="sp">/param>
        /// <param name="grp">The attachment to detach.</param>
        void DetachSingleAttachmentToInv(IScenePresence sp, SceneObjectGroup grp);
        
        /// <summary>
        /// Update the position of an attachment.
        /// </summary>
        /// <param name="sog"></param>
        /// <param name="pos"></param>
        void UpdateAttachmentPosition(SceneObjectGroup sog, Vector3 pos);
    }
}
