using Server.Spells.Spellweaving;

namespace Server.Items
{
	public abstract class BaseMeleeWeapon : BaseWeapon
	{
		public BaseMeleeWeapon( int itemID ) : base( itemID )
		{
		}

		public BaseMeleeWeapon( Serial serial ) : base( serial )
		{
		}

		public override int AbsorbDamage( Mobile attacker, Mobile defender, int damage )
		{
			damage = base.AbsorbDamage( attacker, defender, damage );

            AttuneWeaponSpell.TryAbsorb(defender, ref damage);

			if ( Core.AOS )
				return damage;

			int absorb = defender.MeleeDamageAbsorb;

			if ( absorb > 0 )
			{
				if ( absorb > damage )
				{
					int react = damage / 5;

					if ( react <= 0 )
						react = 1;

					defender.MeleeDamageAbsorb -= damage;
					damage = 0;

					attacker.Damage( react, defender );

					attacker.PlaySound( 0x1F1 );
					attacker.FixedEffect( 0x374A, 10, 16 );
				}
				else
				{
					defender.MeleeDamageAbsorb = 0;
					defender.SendLocalizedMessage( 1005556 ); // Your reactive armor spell has been nullified.
					DefensiveSpell.Nullify( defender );
				}
			}

			return damage;
		}

		public override void Serialize( GenericWriter writer )
		{
			base.Serialize( writer );
		}

		public override void Deserialize( GenericReader reader )
		{
			base.Deserialize( reader );
		}
	}
}
