241 lines
6.3 KiB
C#
241 lines
6.3 KiB
C#
/*
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* Copyright (c) Contributors, http://opensimulator.org/
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* See CONTRIBUTORS.TXT for a full list of copyright holders.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are met:
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* * Neither the name of the OpenSim Project nor the
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* names of its contributors may be used to endorse or promote products
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* derived from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE DEVELOPERS ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL THE CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
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* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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using OpenMetaverse;
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namespace OpenSim.Framework
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{
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/// <summary>
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/// Inventory Item - contains all the properties associated with an individual inventory piece.
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/// </summary>
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public class InventoryItemBase
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{
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/// <summary>
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/// The UUID of the associated asset on the asset server
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/// </summary>
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private UUID _assetID;
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/// <summary>
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/// This is an enumerated value determining the type of asset (eg Notecard, Sound, Object, etc)
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/// </summary>
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private int _assetType;
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/// <summary>
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///
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/// </summary>
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private uint _basePermissions;
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/// <summary>
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/// The creator of this item
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/// </summary>
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private UUID _creator;
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private UUID _owner;
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private uint _nextPermissions;
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/// <summary>
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/// A mask containing permissions for the current owner (cannot be enforced)
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/// </summary>
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private uint _currentPermissions;
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/// <summary>
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/// The description of the inventory item (must be less than 64 characters)
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/// </summary>
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private string _description;
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/// <summary>
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///
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/// </summary>
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private uint _everyOnePermissions;
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/// <summary>
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/// The folder this item is contained in
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/// </summary>
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private UUID _folder;
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/// <summary>
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/// A UUID containing the ID for the inventory item itself
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/// </summary>
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private UUID _id;
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/// <summary>
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/// The type of inventory item. (Can be slightly different to the asset type
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/// </summary>
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private int _invType;
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/// <summary>
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/// The name of the inventory item (must be less than 64 characters)
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/// </summary>
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private string _name;
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/// <summary>
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///
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/// </summary>
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private UUID _groupID;
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/// <summary>
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///
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/// </summary>
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private bool _groupOwned;
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/// <summary>
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///
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/// </summary>
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private int _salePrice;
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/// <summary>
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///
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/// </summary>
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private byte _saleType;
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/// <summary>
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///
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/// </summary>
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private uint _flags;
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/// <summary>
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///
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/// </summary>
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private int _creationDate;
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public UUID ID {
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get { return _id; }
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set { _id = value; }
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}
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public int InvType
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{
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get { return _invType; }
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set { _invType = value; }
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}
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public UUID Folder
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{
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get { return _folder; }
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set { _folder = value; }
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}
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public UUID Owner
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{
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get { return _owner; }
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set { _owner = value; }
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}
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public UUID Creator
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{
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get { return _creator; }
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set { _creator = value; }
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}
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public string Name
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{
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get { return _name; }
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set { _name = value; }
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}
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public string Description
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{
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get { return _description; }
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set { _description = value; }
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}
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public uint NextPermissions
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{
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get { return _nextPermissions; }
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set { _nextPermissions = value; }
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}
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public uint CurrentPermissions
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{
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get { return _currentPermissions; }
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set { _currentPermissions = value; }
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}
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public uint BasePermissions
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{
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get { return _basePermissions; }
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set { _basePermissions = value; }
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}
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public uint EveryOnePermissions
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{
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get { return _everyOnePermissions; }
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set { _everyOnePermissions = value; }
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}
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public int AssetType
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{
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get { return _assetType; }
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set { _assetType = value; }
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}
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public UUID AssetID
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{
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get { return _assetID; }
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set { _assetID = value; }
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}
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public UUID GroupID
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{
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get { return _groupID; }
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set { _groupID = value; }
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}
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public bool GroupOwned
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{
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get { return _groupOwned; }
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set { _groupOwned = value; }
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}
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public int SalePrice
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{
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get { return _salePrice; }
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set { _salePrice = value; }
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}
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public byte SaleType
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{
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get { return _saleType; }
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set { _saleType = value; }
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}
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public uint Flags
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{
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get { return _flags; }
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set { _flags = value; }
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}
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public int CreationDate
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{
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get { return _creationDate; }
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set { _creationDate = value; }
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}
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}
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}
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