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/*
 * 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 OpenMetaverse;
using OpenSim.Framework;
using OpenSim.Region.Framework.Scenes;

namespace OpenSim.Region.Framework.Interfaces
{
    public interface IAttachmentsModule
    {
        /// <summary>
        /// Attach an object to an avatar from the world.
        /// </summary>
        /// <param name="controllingClient"></param>
        /// <param name="localID"></param>
        /// <param name="attachPoint"></param>
        /// <param name="rot"></param>
        /// <param name="silent"></param>
        void AttachObject(
            IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, bool silent);

        /// <summary>
        /// Attach an object to an avatar.
        /// </summary>
        /// <param name="controllingClient"></param>
        /// <param name="localID"></param>
        /// <param name="attachPoint"></param>
        /// <param name="rot"></param>
        /// <param name="attachPos"></param>
        /// <param name="silent"></param>
        /// <returns>true if the object was successfully attached, false otherwise</returns>        
        bool AttachObject(
            IClientAPI remoteClient, uint objectLocalID, uint AttachmentPt, Quaternion rot, Vector3 attachPos, bool silent);     

        /// <summary>
        /// Update the user inventory to the attachment of an item
        /// </summary>
        /// <param name="att"></param>
        /// <param name="remoteClient"></param>
        /// <param name="itemID"></param>
        /// <param name="AttachmentPt"></param>
        /// <returns></returns>
        UUID SetAttachmentInventoryStatus(
            SceneObjectGroup att, IClientAPI remoteClient, UUID itemID, uint AttachmentPt);

        /// <summary>
        /// Update the user inventory to show a detach.
        /// </summary>
        /// <param name="itemID">
        /// A <see cref="UUID"/>
        /// </param>
        /// <param name="remoteClient">
        /// A <see cref="IClientAPI"/>
        /// </param>
        void ShowDetachInUserInventory(UUID itemID, IClientAPI remoteClient);
    }
}