using Server.Items;

namespace Server.Mobiles
{
	public class KhaldunZealot : BaseCreature
	{
		public override bool ClickTitle{ get{ return false; } }
		public override bool ShowFameTitle{ get{ return false; } }

		[Constructable]
		public KhaldunZealot(): base( AIType.AI_SphereMelee, FightMode.Closest, 10, 1, 0.2, 0.4 )
		{
			Body = 0x190;
			Name = "Zealot of Khaldun";
			Title = "the Knight";
			Hue = 0;

			SetStr( 351, 400 );
			SetDex( 151, 165 );
			SetInt( 76, 100 );

			SetHits( 448, 470 );

			SetDamage( 15, 25 );

			SetDamageType( ResistanceType.Physical, 75 );
			SetDamageType( ResistanceType.Cold, 25 );

			SetResistance( ResistanceType.Physical, 35, 45 );
			SetResistance( ResistanceType.Fire, 25, 30 );
			SetResistance( ResistanceType.Cold, 50, 60 );
			SetResistance( ResistanceType.Poison, 25, 35 );
			SetResistance( ResistanceType.Energy, 25, 35 );

			SetSkill( SkillName.Wrestling, 70.1, 80.0 );
			SetSkill( SkillName.Swords, 120.1, 130.0 );
			SetSkill( SkillName.Anatomy, 120.1, 130.0 );
			SetSkill( SkillName.MagicResist, 90.1, 100.0 );
			SetSkill( SkillName.Tactics, 90.1, 100.0 );

			Fame = 10000;
			Karma = -10000;
			VirtualArmor = 40;

			VikingSword weapon = new VikingSword();
			weapon.Hue = 0x835;
			weapon.Movable = false;
			AddItem( weapon );

			MetalShield shield = new MetalShield();
			shield.Hue = 0x835;
			shield.Movable = false;
			AddItem( shield );

			BoneHelm helm = new BoneHelm();
			helm.Hue = 0x835;
			AddItem( helm );

			BoneArms arms = new BoneArms();
			arms.Hue = 0x835;
			AddItem( arms );

			BoneGloves gloves = new BoneGloves();
			gloves.Hue = 0x835;
			AddItem( gloves );

			BoneChest tunic = new BoneChest();
			tunic.Hue = 0x835;
			AddItem( tunic );

			BoneLegs legs = new BoneLegs();
			legs.Hue = 0x835;
			AddItem( legs );

			AddItem( new Boots() );
		}

		public override int GetIdleSound()
		{
			return 0x184;
		}

		public override int GetAngerSound()
		{
			return 0x286;
		}

		public override int GetDeathSound()
		{
			return 0x288;
		}

		public override int GetHurtSound()
		{
			return 0x19F;
		}

		public override bool AlwaysMurderer{ get{ return true; } }
		public override bool Unprovokable{ get{ return true; } }
		public override Poison PoisonImmune{ get{ return Poison.Deadly; } }

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

		public override bool OnBeforeDeath()
		{
			BoneKnight rm = new BoneKnight();
			rm.Team = Team;
			rm.Combatant = Combatant;
			rm.NoKillAwards = true;

			if ( rm.Backpack == null )
			{
				Backpack pack = new Backpack();
				pack.Movable = false;
				rm.AddItem( pack );
			}

			for ( int i = 0; i < 2; i++ )
			{
				LootPack.FilthyRich.Generate( this, rm.Backpack, true, LootPack.GetLuckChanceForKiller( this ) );
				LootPack.FilthyRich.Generate( this, rm.Backpack, false, LootPack.GetLuckChanceForKiller( this ) );
			}

			Effects.PlaySound(this, Map, GetDeathSound());
			Effects.SendLocationEffect( Location, Map, 0x3709, 30, 10, 0x835, 0 );
			rm.MoveToWorld( Location, Map );

			Delete();
			return false;
		}

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

			writer.Write( 0 ); // version
		}

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

			int version = reader.ReadInt();
		}
	}
}