/**********************************************************
RunUO AoV C# script file
Official Age of Valor Script :: www.uovalor.com
Last modified by Red Squirrel on Feb-12-2011 07:52:56pm
Filepath: scripts\_custom\mlpackage\Items\Armor\Glasses.cs
Lines of code: 108

Description: 

***********************************************************/


using System;
using Server;

namespace Server.Items
{
	public class Glasses : BaseArmor
	{
		public override int AosStrReq{ get{ return 45; } }
		public override int OldStrReq{ get{ return 40; } }

		public override int ArmorBase{ get{ return 30; } }

		public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Leather; } }	
		public override CraftResource DefaultResource{ get{ return CraftResource.RegularLeather; } }
		public override ArmorMeditationAllowance DefMedAllowance{ get{ return ArmorMeditationAllowance.All; } }	
		
		private AosWeaponAttributes m_AosWeaponAttributes;
		
		[CommandProperty( AccessLevel.GameMaster )]
		public AosWeaponAttributes WeaponAttributes
		{
			get{ return m_AosWeaponAttributes; }
		}

		[Constructable]
		public Glasses() : base( 0x2FB8 )
		{
			Weight = 2.0;
			
			m_AosWeaponAttributes = new AosWeaponAttributes( this );
		}

		public Glasses( Serial serial ) : base( serial )
		{
		}
		
		public override bool CanEquip( Mobile m )
		{
			if ( m.NetState != null && !m.NetState.SupportsExpansion( Expansion.ML ) )
			{
				m.SendLocalizedMessage( 1072791 ); // You must upgrade to Mondain's Legacy in order to use that item.
				
				return false;
			}
			
			return true;
		}
		
		public override void AppendChildNameProperties( ObjectPropertyList list )
		{
			base.AppendChildNameProperties( list );
			
			int prop;
			
			list.Add( 1075085 ); // Requirement: Mondain's Legacy	

			if ( (prop = m_AosWeaponAttributes.HitColdArea) != 0 )
				list.Add( 1060416, prop.ToString() ); // hit cold area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitDispel) != 0 )
				list.Add( 1060417, prop.ToString() ); // hit dispel ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitEnergyArea) != 0 )
				list.Add( 1060418, prop.ToString() ); // hit energy area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitFireArea) != 0 )
				list.Add( 1060419, prop.ToString() ); // hit fire area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitFireball) != 0 )
				list.Add( 1060420, prop.ToString() ); // hit fireball ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitHarm) != 0 )
				list.Add( 1060421, prop.ToString() ); // hit harm ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechHits) != 0 )
				list.Add( 1060422, prop.ToString() ); // hit life leech ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLightning) != 0 )
				list.Add( 1060423, prop.ToString() ); // hit lightning ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLowerAttack) != 0 )
				list.Add( 1060424, prop.ToString() ); // hit lower attack ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLowerDefend) != 0 )
				list.Add( 1060425, prop.ToString() ); // hit lower defense ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitMagicArrow) != 0 )
				list.Add( 1060426, prop.ToString() ); // hit magic arrow ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechMana) != 0 )
				list.Add( 1060427, prop.ToString() ); // hit mana leech ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitPhysicalArea) != 0 )
				list.Add( 1060428, prop.ToString() ); // hit physical area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitPoisonArea) != 0 )
				list.Add( 1060429, prop.ToString() ); // hit poison area ~1_val~%

			if ( (prop = m_AosWeaponAttributes.HitLeechStam) != 0 )
				list.Add( 1060430, prop.ToString() ); // hit stamina leech ~1_val~%
		}
		
		private static void SetSaveFlag( ref SaveFlag flags, SaveFlag toSet, bool setIf )
		{
			if ( setIf )
				flags |= toSet;
		}

		private static bool GetSaveFlag( SaveFlag flags, SaveFlag toGet )
		{
			return ( (flags & toGet) != 0 );
		}
		
		private enum SaveFlag
		{
			None					= 0x00000000,
			WeaponAttributes		= 0x00000001,
		}
		
		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
			
			writer.Write( (int) 0 ); // version			
			
			SaveFlag flags = SaveFlag.None;
			
			SetSaveFlag( ref flags, SaveFlag.WeaponAttributes,	!m_AosWeaponAttributes.IsEmpty );
			
			writer.Write( (int) flags );
			
			if ( GetSaveFlag( flags, SaveFlag.WeaponAttributes ) )
				m_AosWeaponAttributes.Serialize( writer );
		}
		
		public override void Deserialize(GenericReader reader)
		{
			base.Deserialize( reader );
			
			int version = reader.ReadInt();
			
			SaveFlag flags = (SaveFlag) reader.ReadInt();
			
			if ( GetSaveFlag( flags, SaveFlag.WeaponAttributes ) )
				m_AosWeaponAttributes = new AosWeaponAttributes( this, reader );
			else
				m_AosWeaponAttributes = new AosWeaponAttributes( this );
		}
	}
}