/*
 * 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 OpenSimulator 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 System.IO;
using System.Threading;
using System.Collections;
using System.Collections.Generic;
using System.Runtime.Serialization;
using OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.CoreModules;
using OpenSim.Region.Framework.Scenes;
using OpenSim.Services.Interfaces;
using OpenSim.Region.Framework.Interfaces;

namespace OpenSim.Region.ScriptEngine.Shared
{
    [Serializable]
    public class EventAbortException : Exception
    {
        public EventAbortException()
        {
        }

        protected EventAbortException(
                SerializationInfo info,
                StreamingContext context)
        {
        }
    }

    [Serializable]
    public class SelfDeleteException : Exception
    {
        public SelfDeleteException()
        {
        }

        protected SelfDeleteException(
                SerializationInfo info,
                StreamingContext context)
        {
        }
    }

    [Serializable]
    public class ScriptDeleteException : Exception
    {
        public ScriptDeleteException()
        {
        }

        protected ScriptDeleteException(
                SerializationInfo info,
                StreamingContext context)
        {
        }
    }

    /// <summary>
    /// Used to signal when the script is stopping in co-operation with the script engine
    /// (instead of through Thread.Abort()).
    /// </summary>
    [Serializable]
    public class ScriptCoopStopException : Exception
    {
        public ScriptCoopStopException()
        {
        }

        protected ScriptCoopStopException(
                SerializationInfo info,
                StreamingContext context)
        {
        }
    }

    public class DetectParams
    {
        public const int AGENT = 1;
        public const int ACTIVE = 2;
        public const int PASSIVE = 4;
        public const int SCRIPTED = 8;
        public const int OS_NPC = 0x01000000;

        public DetectParams()
        {
            Key = UUID.Zero;
            OffsetPos = new LSL_Types.Vector3();
            LinkNum = 0;
            Group = UUID.Zero;
            Name = String.Empty;
            Owner = UUID.Zero;
            Position = new LSL_Types.Vector3();
            Rotation = new LSL_Types.Quaternion();
            Type = 0;
            Velocity = new LSL_Types.Vector3();
            initializeSurfaceTouch();
        }

        public UUID Key;
        public LSL_Types.Vector3 OffsetPos;
        public int LinkNum;
        public UUID Group;
        public string Name;
        public UUID Owner;
        public LSL_Types.Vector3 Position;
        public LSL_Types.Quaternion Rotation;
        public int Type;
        public LSL_Types.Vector3 Velocity;

        private LSL_Types.Vector3 touchST;
        public LSL_Types.Vector3 TouchST { get { return touchST; } }

        private LSL_Types.Vector3 touchNormal;
        public LSL_Types.Vector3 TouchNormal { get { return touchNormal; } }

        private LSL_Types.Vector3 touchBinormal;
        public LSL_Types.Vector3 TouchBinormal { get { return touchBinormal; } }

        private LSL_Types.Vector3 touchPos;
        public LSL_Types.Vector3 TouchPos { get { return touchPos; } }

        private LSL_Types.Vector3 touchUV;
        public LSL_Types.Vector3 TouchUV { get { return touchUV; } }

        private int touchFace;
        public int TouchFace { get { return touchFace; } }

        // This can be done in two places including the constructor
        // so be carefull what gets added here
        private void initializeSurfaceTouch()
        {
            touchST = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
            touchNormal = new LSL_Types.Vector3();
            touchBinormal = new LSL_Types.Vector3();
            touchPos = new LSL_Types.Vector3();
            touchUV = new LSL_Types.Vector3(-1.0, -1.0, 0.0);
            touchFace = -1;
        }

        /*
         * Set up the surface touch detected values
         */
        public SurfaceTouchEventArgs SurfaceTouchArgs
        {
            set
            {
                if (value == null)
                {
                    // Initialise to defaults if no value
                    initializeSurfaceTouch();
                }
                else
                {
                    // Set the values from the touch data provided by the client
                    touchST = new LSL_Types.Vector3(value.STCoord);
                    touchUV = new LSL_Types.Vector3(value.UVCoord);
                    touchNormal = new LSL_Types.Vector3(value.Normal);
                    touchBinormal = new LSL_Types.Vector3(value.Binormal);
                    touchPos = new LSL_Types.Vector3(value.Position);
                    touchFace = value.FaceIndex;
                }
            }
        }

        public void Populate(Scene scene)
        {
            SceneObjectPart part = scene.GetSceneObjectPart(Key);
            if (part == null) // Avatar, maybe?
            {
                ScenePresence presence = scene.GetScenePresence(Key);
                if (presence == null)
                    return;

                Name = presence.Firstname + " " + presence.Lastname;

                Owner = Key;
                Position = new LSL_Types.Vector3(presence.AbsolutePosition);
                Rotation = new LSL_Types.Quaternion(
                        presence.Rotation.X,
                        presence.Rotation.Y,
                        presence.Rotation.Z,
                        presence.Rotation.W);
                Velocity = new LSL_Types.Vector3(presence.Velocity);

                Type = 0x01; // Avatar
                if (presence.PresenceType == PresenceType.Npc)
                    Type = 0x20;

                if (presence.Velocity != Vector3.Zero)
                    Type |= ACTIVE;

                Group = presence.ControllingClient.ActiveGroupId;

                return;
            }

            part = part.ParentGroup.RootPart; // We detect objects only

            LinkNum = 0; // Not relevant

            Group = part.GroupID;
            Name = part.Name;
            Owner = part.OwnerID;
            if (part.Velocity == Vector3.Zero)
                Type = PASSIVE;
            else
                Type = ACTIVE;

            foreach (SceneObjectPart p in part.ParentGroup.Parts)
            {
                if (p.Inventory.ContainsScripts())
                {
                    Type |= SCRIPTED; // Scripted
                    break;
                }
            }

            Position = new LSL_Types.Vector3(part.AbsolutePosition);

            Quaternion wr = part.ParentGroup.GroupRotation;
            Rotation = new LSL_Types.Quaternion(wr.X, wr.Y, wr.Z, wr.W);

            Velocity = new LSL_Types.Vector3(part.Velocity);
        }

        public void Populate(Scene scene, DetectedObject obj)
        {
            if(obj.keyUUID == UUID.Zero) // land
            {
                Position = new LSL_Types.Vector3(obj.posVector);
                Rotation.s = 1.0;
                return;
            }

            if((obj.colliderType & 0x21) != 0) // avatar or npc
            {
                ScenePresence presence = scene.GetScenePresence(obj.keyUUID);
                if (presence == null)
                    return;

                Name = obj.nameStr;
                Key = obj.keyUUID;
                Owner = obj.ownerUUID;
                Group = obj.groupUUID;
                Position = new LSL_Types.Vector3(obj.posVector);
                Rotation = new LSL_Types.Quaternion(obj.rotQuat);
                Velocity = new LSL_Types.Vector3(obj.velVector);
                LinkNum = obj.linkNumber;
                Type = obj.colliderType;
                return;
            }

            SceneObjectPart part = scene.GetSceneObjectPart(obj.keyUUID);
            if(part == null)
                return;

            Name = obj.nameStr;
            Key = obj.keyUUID;
            Owner = obj.ownerUUID;
            Group = obj.groupUUID;
            Position = new LSL_Types.Vector3(obj.posVector);
            Rotation = new LSL_Types.Quaternion(obj.rotQuat);
            Velocity = new LSL_Types.Vector3(obj.velVector);
            LinkNum = obj.linkNumber;
            if(obj.velVector == Vector3.Zero)
                Type = 4;
            else
                Type = 2;

            part = part.ParentGroup.RootPart;
            foreach (SceneObjectPart p in part.ParentGroup.Parts)
            {
                if (p.Inventory.ContainsScripts())
                {
                    // at sl a physical prim is active also if has active scripts
                    // assuming all scripts are in run state to save time
                    if((part.Flags & PrimFlags.Physics) != 0 )
                        Type = 10; // script + active
                    else
                       Type |= SCRIPTED; // Scripted
                    break;
                }
            }
        }
    }

    /// <summary>
    /// Holds all the data required to execute a scripting event.
    /// </summary>
    public class EventParams
    {
        public EventParams(string eventName, Object[] eventParams, DetectParams[] detectParams)
        {
            EventName = eventName;
            Params = eventParams;
            DetectParams = detectParams;
        }

        public string EventName;
        public Object[] Params;
        public DetectParams[] DetectParams;
    }
}
