/*
 * 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.Collections;
using System.Collections.Generic;
using System.Xml.Serialization;
using libsecondlife;

namespace OpenSim.Framework
{
    /// <summary>
    /// Inventory Item - contains all the properties associated with an individual inventory piece.
    /// </summary>
    public class InventoryItemBase
    {
        /// <summary>
        /// A UUID containing the ID for the inventory item itself
        /// </summary>
        private LLUUID _id;

        /// <summary>
        /// The UUID of the associated asset on the asset server
        /// </summary>
        private LLUUID _assetID;

        /// <summary>
        /// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
        /// </summary>
        private int _assetType;

        /// <summary>
        /// The type of inventory item. (Can be slightly different to the asset type
        /// </summary>
        private int _invType;

        /// <summary>
        /// The folder this item is contained in 
        /// </summary>
        private LLUUID _folder;

        /// <summary>
        /// The owner of this inventory item
        /// </summary>
        private LLUUID _owner;

        /// <summary>
        /// The creator of this item
        /// </summary>
        private LLUUID _creator;

        /// <summary>
        /// The name of the inventory item (must be less than 64 characters)
        /// </summary>
        private string _name;

        /// <summary>
        /// The description of the inventory item (must be less than 64 characters)
        /// </summary>
        private string _description;

        /// <summary>
        /// A mask containing the permissions for the next owner (cannot be enforced)
        /// </summary>
        private uint _nextPermissions;

        /// <summary>
        /// A mask containing permissions for the current owner (cannot be enforced)
        /// </summary>
        private uint _currentPermissions;

        /// <summary>
        /// 
        /// </summary>
        private uint _basePermissions;

        /// <summary>
        /// 
        /// </summary>
        private uint _everyOnePermissions;
        
        public LLUUID ID {
        	get {
        		return _id;
        	}
        	set {
        		_id = value;
        	}
        }



        public int InvType {
        	get {
        		return _invType;
        	}
        	set {
        		_invType = value;
        	}
        }

        public LLUUID Folder {
        	get {
        		return _folder;
        	}
        	set {
        		_folder = value;
        	}
        }

        public LLUUID Owner {
        	get {
        		return _owner;
        	}
        	set {
        		_owner = value;
        	}
        }

        public LLUUID Creator {
        	get {
        		return _creator;
        	}
        	set {
        		_creator = value;
        	}
        }

        public string Name {
        	get {
        		return _name;
        	}
        	set {
        		_name = value;
        	}
        }

        public string Description {
        	get {
        		return _description;
        	}
        	set {
        		_description = value;
        	}
        }

        public uint NextPermissions {
        	get {
        		return _nextPermissions;
        	}
        	set {
        		_nextPermissions = value;
        	}
        }

        public uint CurrentPermissions {
        	get {
        		return _currentPermissions;
        	}
        	set {
        		_currentPermissions = value;
        	}
        }

        public uint BasePermissions {
        	get {
        		return _basePermissions;
        	}
        	set {
        		_basePermissions = value;
        	}
        }

        public uint EveryOnePermissions {
        	get {
        		return _everyOnePermissions;
        	}
        	set {
        		_everyOnePermissions = value;
        	}
        }

        public int AssetType {
        	get {
        		return _assetType;
        	}
        	set {
        		_assetType = value;
        	}
        }

        public LLUUID AssetID {
        	get {
        		return _assetID;
        	}
        	set {
        		_assetID = value;
        	}
        }
    }
}