using System;
using System.Collections.Generic;
using Server.Targeting;
using Server.Network;
using Server.Mobiles;
using Server.Items;
using Server.Spells;
using Server.Spells.First;
using Server.Spells.Second;
using Server.Spells.Third;
using Server.Spells.Fourth;
using Server.Spells.Fifth;
using Server.Spells.Sixth;
using Server.Spells.Seventh;
using Server.Spells.Necromancy;
using Server.Engines.Quests;
using Server.Engines.Quests.Necro;
using Server.Misc;
using Server.Regions;
using Server.SkillHandlers;

namespace Server.Mobiles
{
	public class NecroMageAI : BaseAI
	{
		private Mobile m_Animated;

		public Mobile Animated
		{
			get { return m_Animated; }
			set { m_Animated = value; }
		}

		private DateTime m_NextCastTime;
		

		public NecroMageAI( BaseCreature m ) : base( m )
		{
		}

		public override bool Think()
		{
			if ( m_Mobile.Deleted )
				return false;

			Target targ = m_Mobile.Target;

			if ( targ != null )
			{
				ProcessTarget( targ );

				return true;
			}
			else
			{
				return base.Think();
			}
		}

		private const double HealChance = 0.05; // 5% chance to heal at gm necromancy, uses spirit speak healing
		private const double TeleportChance = 0.05; // 5% chance to teleport at gm magery
		private const double DispelChance = 0.75; // 75% chance to dispel at gm magery

		public virtual double ScaleByNecromancy( double v )
		{
			return m_Mobile.Skills[ SkillName.Necromancy ].Value * v * 0.1;
		}
		
		public virtual double ScaleByMagery( double v )
		{
			return m_Mobile.Skills[ SkillName.Magery ].Value * v * 0.01;
		}

		public override bool DoActionWander()
		{
			if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
					m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
				m_NextCastTime = DateTime.Now;
			}
			else if ( m_Mobile.Mana < m_Mobile.ManaMax )
			{
				m_Mobile.DebugSay( "I am going to meditate" );

				m_Mobile.UseSkill( SkillName.Meditation );
			}
			else
			{
				m_Mobile.DebugSay( "I am wandering" );

				m_Mobile.Warmode = false;

				base.DoActionWander();

				if ( m_Mobile.Poisoned )
				{
					new CureSpell( m_Mobile, null ).Cast();
				}
				else if ( !m_Mobile.Summoned )
				{
					if ( m_Mobile.Hits < m_Mobile.HitsMax )
						m_Mobile.UseSkill( SkillName.SpiritSpeak );
				}
			}

			return true;
		}
		
		private DateTime m_NextHealTime = DateTime.Now;
		
		private Spell CheckCastHealingSpell()
		{
			// If I'm poisoned, always attempt to cure.
			if ( m_Mobile.Poisoned )
				return new CureSpell( m_Mobile, null );

			// Summoned creatures never heal themselves.
			if ( m_Mobile.Summoned )
				return null;

			if ( m_Mobile.Controlled )
			{
				if ( DateTime.Now < m_NextHealTime )
					return null;
			}

			if ( ScaleByMagery( HealChance ) < Utility.RandomDouble() )
				return null;

			if ( m_Mobile.Hits < m_Mobile.HitsMax )
				m_Mobile.UseSkill( SkillName.SpiritSpeak );
			
			double delay;

			if ( m_Mobile.Int >= 500 )
				delay = Utility.RandomMinMax( 7, 10 );
			else
				delay = Math.Sqrt( 600 - m_Mobile.Int );

			m_NextHealTime = DateTime.Now + TimeSpan.FromSeconds( delay );

			return null;
		}

		public void RunTo( Mobile m )
		{
			if ( m.Paralyzed || m.Frozen )
			{
				if ( m_Mobile.InRange( m, 1 ) )
					RunFrom( m );
				else if ( !m_Mobile.InRange( m, m_Mobile.RangeFight > 2 ? m_Mobile.RangeFight : 2 ) && !MoveTo( m, true, 1 ) )
					OnFailedMove();
			}
			else
			{
				if ( !m_Mobile.InRange( m, m_Mobile.RangeFight ) )
				{
					if ( !MoveTo( m, true, 1 ) )
						OnFailedMove();
				}
				else if ( m_Mobile.InRange( m, m_Mobile.RangeFight - 1 ) )
				{
					RunFrom( m );
				}
			}
		}

		public void RunFrom( Mobile m )
		{
			Run( (m_Mobile.GetDirectionTo( m ) - 4) & Direction.Mask );
		}

		public void OnFailedMove()
		{
			if ( !m_Mobile.DisallowAllMoves && ScaleByMagery( TeleportChance ) > Utility.RandomDouble() )
			{
				if ( m_Mobile.Target != null )
					m_Mobile.Target.Cancel( m_Mobile, TargetCancelType.Canceled );

				new TeleportSpell( m_Mobile, null ).Cast();

				m_Mobile.DebugSay( "I am stuck, I'm going to try teleporting away" );
			}
			else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
					m_Mobile.DebugSay( "My move is blocked, so I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				m_Mobile.DebugSay( "I am stuck" );
			}
		}

		public void Run( Direction d )
		{
			if ( ( m_Mobile.Spell != null && m_Mobile.Spell.IsCasting ) || m_Mobile.Paralyzed || m_Mobile.Frozen || m_Mobile.DisallowAllMoves )
				return;

			m_Mobile.Direction = d | Direction.Running;

			if ( !DoMove( m_Mobile.Direction, true ) )
				OnFailedMove();
		}

		public virtual Spell GetRandomDamageSpell()
		{
			int necro = (int) Math.Min( 5, ( m_Mobile.Skills[SkillName.Necromancy].Value - 50 ) / 10 );
			int mage = (int) Math.Min( 7, m_Mobile.Skills[ SkillName.Magery ].Value / 10 );

			if ( necro >= 0 && Utility.Random( 4 ) < 3 )
			{
				switch ( Utility.Random( necro ) )
				{
					case 0: return new PoisonStrikeSpell( m_Mobile, null );
					case 1: return new WitherSpell( m_Mobile, null );
					case 2: return new StrangleSpell( m_Mobile, null );
					default: return new WitherSpell( m_Mobile, null );
				}
			}
			else
			{
				switch ( Utility.Random( mage ) )
				{
					case 0: return new MagicArrowSpell( m_Mobile, null );
					case 1: return new HarmSpell( m_Mobile, null );
					case 2: return new FireballSpell( m_Mobile, null );
					case 3: return new LightningSpell( m_Mobile, null );
					case 4: return new MindBlastSpell( m_Mobile, null );
					case 5: return new EnergyBoltSpell( m_Mobile, null );
					case 6: return new ExplosionSpell( m_Mobile, null );
					default: return new FlameStrikeSpell( m_Mobile, null );
				}
			}
		}

		public virtual Spell GetRandomCurseSpell()
		{
			int necro = (int) Math.Min( 5, ( m_Mobile.Skills[ SkillName.Necromancy ].Value - 20 ) / 10 );
			int mage = (int) Math.Min( 5, m_Mobile.Skills[ SkillName.Magery ].Value / 10 );

			if ( necro >= 0 && Utility.Random( 3 ) < 2 )
			{
				switch ( Utility.Random( necro ) )
				{
					case 0: return new CorpseSkinSpell( m_Mobile, null );
					case 1: return new EvilOmenSpell( m_Mobile, null );
					case 2: return new BloodOathSpell( m_Mobile, null );
					case 3: return new MindRotSpell( m_Mobile, null );
					default: return new EvilOmenSpell( m_Mobile, null );
				}
			}
			else
			{
				switch ( Utility.Random( mage ) )
				{
					case 0: return new ClumsySpell( m_Mobile, null );
					case 1: return new FeeblemindSpell( m_Mobile, null );
					case 2: return new WeakenSpell( m_Mobile, null );
					default: return new CurseSpell( m_Mobile, null );
				}
			}
		}

		public virtual Spell GetRandomManaDrainSpell()
		{
			if ( Utility.RandomBool() )
			{
				if ( m_Mobile.Skills[SkillName.Magery].Value >= 80.0 )
					return new ManaVampireSpell( m_Mobile, null );
			}

			return new ManaDrainSpell( m_Mobile, null );
		}

		public virtual Spell DoDispel( Mobile toDispel )
		{
			if ( ScaleByMagery( DispelChance ) > Utility.RandomDouble() )
				return new DispelSpell( m_Mobile, null );

			return ChooseSpell( toDispel );
		}

		public virtual Spell ChooseSpell( Mobile c )
		{
			Spell spell = CheckCastHealingSpell();

			if ( spell != null )
				return spell;
				
			double damage = ( ( m_Mobile.Skills[ SkillName.SpiritSpeak ].Value - c.Skills[ SkillName.MagicResist ].Value ) / 10 ) + ( c.Player ? 18 : 30 );
			
			if ( damage > c.Hits )
				return new PainSpikeSpell( m_Mobile, null );

			switch ( Utility.Random( 25 ) )
			{
				case 0:
				case 1:
				case 2:	// Poison them
				{
					m_Mobile.DebugSay( "Attempting to poison" );

					if ( !c.Poisoned )
						spell = new PoisonSpell( m_Mobile, null );

					break;
				}
				case 3:	// Bless ourselves.
				{
					m_Mobile.DebugSay( "Blessing myself" );

					spell = new BlessSpell( m_Mobile, null );
					break;
				}
				case 4:
				case 5:
				case 6: // Curse them.
				{
					m_Mobile.DebugSay( "Attempting to curse" );

					spell = GetRandomCurseSpell();
					break;
				}
				case 7:	// Paralyze them.
				{
					m_Mobile.DebugSay( "Attempting to paralyze" );

					if ( m_Mobile.Skills[ SkillName.Magery ].Value > 50.0 )
						spell = new ParalyzeSpell( m_Mobile, null );

					break;
				}
				case 8: // Drain mana
				{
					m_Mobile.DebugSay( "Attempting to drain mana" );

					spell = GetRandomManaDrainSpell();
					break;
				}
				case 9:
				case 10: // Blood oath them
				{
					m_Mobile.DebugSay( "Attempting to blood oath" );
										
					if ( m_Mobile.Skills[ SkillName.Necromancy ].Value > 30 && BloodOathSpell.GetBloodOath( c ) != m_Mobile )
						spell = new BloodOathSpell( m_Mobile, null );
						
					break;
				}
				case 11:
				case 12: // Animate dead
				{
					m_Mobile.DebugSay( "Attempting to animate dead" );

					if ( ( m_Animated == null || !m_Animated.Alive ) && m_Mobile.Skills[ SkillName.Necromancy ].Value > 40 )
						spell = new AnimateDeadSpell( m_Mobile, null );

					break;
				}
				case 13:
				case 14:
				{
					m_Mobile.DebugSay( "Attempting to cast vengeful spirit" );

					if ( m_Mobile.Skills[ SkillName.Necromancy ].Value > 80 && ( m_Mobile.Followers + 3 ) < m_Mobile.FollowersMax )
						spell = new VengefulSpiritSpell( m_Mobile, null );

					break;
				}
				default: // Damage them.
				{
					m_Mobile.DebugSay( "Just doing damage" );

					spell = GetRandomDamageSpell();
					break;
				}
			}

			return spell;
		}

		protected int m_Combo = -1;

		public virtual Spell DoCombo( Mobile c )
		{
			Spell spell = null;

			if ( m_Combo == 0 )
			{
				spell = new ExplosionSpell( m_Mobile, null );
				++m_Combo; // Move  to next spell
			}
			else if ( m_Combo == 1 )
			{
				spell = new WeakenSpell( m_Mobile, null );
				++m_Combo; // Move to next spell
			}
			else if ( m_Combo == 2 )
			{
				if ( !c.Poisoned )
					spell = new PoisonSpell( m_Mobile, null );
				else
					spell = new StrangleSpell( m_Mobile, null );

				++m_Combo; // Move to next spell
			}

			if ( m_Combo == 3 && spell == null )
			{
				switch ( Utility.Random( 4 ) )
				{
					default:
					case 0:
					{
						if ( c.Int < c.Dex )
							spell = new FeeblemindSpell( m_Mobile, null );
						else
							spell = new ClumsySpell( m_Mobile, null );

						++m_Combo; // Move to next spell

						break;
					}
					case 1:
					{
						spell = new EnergyBoltSpell( m_Mobile, null );
						m_Combo = -1; // Reset combo state
						break;
					}
					case 2:
					{
						spell = new FlameStrikeSpell( m_Mobile, null );
						m_Combo = -1; // Reset combo state
						break;
					}
					case 3:
					{
						spell = new PainSpikeSpell( m_Mobile, null );
						m_Combo = -1; // Reset combo state
						break;
					}
				}
			}
			else if ( m_Combo == 4 && spell == null )
			{
				spell = new MindBlastSpell( m_Mobile, null );
				m_Combo = -1;
			}

			return spell;
		}
		
		private TimeSpan GetDelay()
		{
			double del = ScaleByMagery( 3.0 );
			double min = 6.0 - (del * 0.75);
			double max = 6.0 - (del * 1.25);

			return TimeSpan.FromSeconds( min + ((max - min) * Utility.RandomDouble()) );
		}

		public override bool DoActionCombat()
		{
			Mobile c = m_Mobile.Combatant;
			m_Mobile.Warmode = true;

			if ( c == null || c.Deleted || !c.Alive || c.IsDeadBondedPet || !m_Mobile.CanSee( c ) || !m_Mobile.CanBeHarmful( c, false ) || c.Map != m_Mobile.Map )
			{
				// Our combatant is deleted, dead, hidden, or we cannot hurt them
				// Try to find another combatant

				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					if ( m_Mobile.Debug )
						m_Mobile.DebugSay( "Something happened to my combatant, so I am going to fight {0}", m_Mobile.FocusMob.Name );

					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else
				{
					m_Mobile.DebugSay( "Something happened to my combatant, and nothing is around. I am on guard." );
					Action = ActionType.Guard;
					return true;
				}
			}

			if ( !m_Mobile.InLOS( c ) )
			{
				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = c = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
			}

			if ( !m_Mobile.StunReady && m_Mobile.Skills[ SkillName.Wrestling ].Value >= 80.0 && m_Mobile.Skills[ SkillName.Anatomy ].Value >= 80.0 )
				EventSink.InvokeStunRequest( new StunRequestEventArgs( m_Mobile ) );

			if ( !m_Mobile.InRange( c, m_Mobile.RangePerception ) )
			{
				// They are somewhat far away, can we find something else?
				if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
				{
					m_Mobile.Combatant = m_Mobile.FocusMob;
					m_Mobile.FocusMob = null;
				}
				else if ( !m_Mobile.InRange( c, m_Mobile.RangePerception * 3 ) )
				{
					m_Mobile.Combatant = null;
				}

				c = m_Mobile.Combatant;

				if ( c == null )
				{
					m_Mobile.DebugSay( "My combatant has fled, so I am on guard" );
					Action = ActionType.Guard;

					return true;
				}
			}

			if ( !m_Mobile.Controlled && !m_Mobile.Summoned && !m_Mobile.IsParagon )
			{
				if ( m_Mobile.Hits < m_Mobile.HitsMax * 20/100 )
				{
					// We are low on health, should we flee?
					bool flee = false;

					if ( m_Mobile.Hits < c.Hits )
					{
						// We are more hurt than them
						int diff = c.Hits - m_Mobile.Hits;

						flee = ( Utility.Random( 0, 100 ) > ( 10 + diff ) ); // (10 + diff)% chance to flee
					}
					else
					{
						flee = Utility.Random( 0, 100 ) > 10; // 10% chance to flee
					}
					
					if ( flee )
					{
						if ( m_Mobile.Debug )
							m_Mobile.DebugSay( "I am going to flee from {0}", c.Name );

						Action = ActionType.Flee;
						return true;
					}
				}
			}			

			if ( m_Mobile.Spell == null && DateTime.Now > m_NextCastTime && m_Mobile.InRange( c, 12 ) )
			{
				// We are ready to cast a spell
				Spell spell = null;
				Mobile toDispel = FindDispelTarget( true );

				if ( m_Mobile.Poisoned ) // Top cast priority is cure
				{
					m_Mobile.DebugSay( "I am going to cure myself" );

					spell = new CureSpell( m_Mobile, null );
				}
				else if ( toDispel != null ) // Something dispellable is attacking us
				{
					m_Mobile.DebugSay( "I am going to dispel {0}", toDispel );

					spell = DoDispel( toDispel );
				}
				else if ( m_Combo != -1 ) // We are doing a spell combo
				{
					spell = DoCombo( c );
				}
				else if ( (c.Spell is HealSpell || c.Spell is GreaterHealSpell) && !c.Poisoned ) // They have a heal spell out
				{
					spell = new PoisonSpell( m_Mobile, null );
				}
				else
				{
					spell = ChooseSpell( c );
				}

				// Now we have a spell picked
				// Move first before casting

				if ( toDispel != null )
				{
					if ( m_Mobile.InRange( toDispel, 10 ) )
						RunFrom( toDispel );
					else if ( !m_Mobile.InRange( toDispel, 12 ) )
						RunTo( toDispel );
				}
				else
				{
					RunTo( c );
				}

				if ( spell != null )
					spell.Cast();

				TimeSpan delay;

				if ( spell is DispelSpell )
					delay = TimeSpan.FromSeconds( m_Mobile.ActiveSpeed );
				else
					delay = GetDelay();

				m_NextCastTime = DateTime.Now + delay;
			}
			else if ( m_Mobile.Spell == null || !m_Mobile.Spell.IsCasting )
			{
				RunTo( c );
			}

			return true;
		}

		public override bool DoActionGuard()
		{
			if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
					m_Mobile.DebugSay( "I am going to attack {0}", m_Mobile.FocusMob.Name );

				m_Mobile.Combatant = m_Mobile.FocusMob;
				Action = ActionType.Combat;
			}
			else
			{
				if ( m_Mobile.Poisoned )
				{
					new CureSpell( m_Mobile, null ).Cast();
				}
				else if ( !m_Mobile.Summoned )
				{
					if ( ScaleByNecromancy( HealChance ) > Utility.RandomDouble() )
					{
						if ( m_Mobile.Hits < ( m_Mobile.HitsMax - 30 ) )
							m_Mobile.UseSkill( SkillName.SpiritSpeak );
					}
					else if ( ScaleByMagery( HealChance ) > Utility.RandomDouble() )
					{
						if ( m_Mobile.Hits < ( m_Mobile.HitsMax - 50 ) )
						{
							if ( !new GreaterHealSpell( m_Mobile, null ).Cast() )
								new HealSpell( m_Mobile, null ).Cast();
						}
						else if ( m_Mobile.Hits < ( m_Mobile.HitsMax - 10 ) )
						{
							new HealSpell( m_Mobile, null ).Cast();
						}
					}
					else
					{
						base.DoActionGuard();
					}
				}
				else
				{
					base.DoActionGuard();
				}
			}

			return true;
		}

		public override bool DoActionFlee()
		{
			Mobile c = m_Mobile.Combatant;

			if ( (m_Mobile.Mana > 20 || m_Mobile.Mana == m_Mobile.ManaMax) && m_Mobile.Hits > (m_Mobile.HitsMax / 2) )
			{
				m_Mobile.DebugSay( "I am stronger now, my guard is up" );
				Action = ActionType.Guard;
			}
			else if ( AcquireFocusMob( m_Mobile.RangePerception, m_Mobile.FightMode, false, false, true ) )
			{
				if ( m_Mobile.Debug )
					m_Mobile.DebugSay( "I am scared of {0}", m_Mobile.FocusMob.Name );

				RunFrom( m_Mobile.FocusMob );
				m_Mobile.FocusMob = null;

				if ( m_Mobile.Poisoned && Utility.Random( 0, 5 ) == 0 )
					new CureSpell( m_Mobile, null ).Cast();
			}
			else
			{
				m_Mobile.DebugSay( "Area seems clear, but my guard is up" );

				Action = ActionType.Guard;
				m_Mobile.Warmode = true;
			}

			return true;
		}

		public Mobile FindDispelTarget( bool activeOnly )
		{
			if ( m_Mobile.Deleted || m_Mobile.Int < 95 || CanDispel( m_Mobile ) || m_Mobile.AutoDispel )
				return null;

			if ( activeOnly )
			{
				List<AggressorInfo> aggressed = m_Mobile.Aggressed;
				List<AggressorInfo> aggressors = m_Mobile.Aggressors;

				Mobile active = null;
				double activePrio = 0.0;

				Mobile comb = m_Mobile.Combatant;

				if ( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && m_Mobile.InRange( comb, 12 ) && CanDispel( comb ) )
				{
					active = comb;
					activePrio = m_Mobile.GetDistanceToSqrt( comb );

					if ( activePrio <= 2 )
						return active;
				}

				for ( int i = 0; i < aggressed.Count; ++i )
				{
					AggressorInfo info = (AggressorInfo)aggressed[i];
					Mobile m = (Mobile)info.Defender;

					if ( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
					{
						double prio = m_Mobile.GetDistanceToSqrt( m );

						if ( active == null || prio < activePrio )
						{
							active = m;
							activePrio = prio;

							if ( activePrio <= 2 )
								return active;
						}
					}
				}

				for ( int i = 0; i < aggressors.Count; ++i )
				{
					AggressorInfo info = (AggressorInfo)aggressors[i];
					Mobile m = (Mobile)info.Attacker;

					if ( m != comb && m.Combatant == m_Mobile && m_Mobile.InRange( m, 12 ) && CanDispel( m ) )
					{
						double prio = m_Mobile.GetDistanceToSqrt( m );

						if ( active == null || prio < activePrio )
						{
							active = m;
							activePrio = prio;

							if ( activePrio <= 2 )
								return active;
						}
					}
				}

				return active;
			}
			else
			{
				Map map = m_Mobile.Map;

				if ( map != null )
				{
					Mobile active = null, inactive = null;
					double actPrio = 0.0, inactPrio = 0.0;

					Mobile comb = m_Mobile.Combatant;

					if ( comb != null && !comb.Deleted && comb.Alive && !comb.IsDeadBondedPet && CanDispel( comb ) )
					{
						active = inactive = comb;
						actPrio = inactPrio = m_Mobile.GetDistanceToSqrt( comb );
					}

					foreach ( Mobile m in m_Mobile.GetMobilesInRange( 12 ) )
					{
						if ( m != m_Mobile && CanDispel( m ) )
						{
							double prio = m_Mobile.GetDistanceToSqrt( m );

							if ( !activeOnly && (inactive == null || prio < inactPrio) )
							{
								inactive = m;
								inactPrio = prio;
							}

							if ( (m_Mobile.Combatant == m || m.Combatant == m_Mobile) && (active == null || prio < actPrio) )
							{
								active = m;
								actPrio = prio;
							}
						}
					}

					return active != null ? active : inactive;
				}
			}

			return null;
		}

		public Item FindCorpseToAnimate()
		{
			foreach ( Item item in m_Mobile.GetItemsInRange( 12 ) )
			{
				if ( item is MaabusCoffinComponent )
					return item;

				Corpse c = item as Corpse;

				if ( c != null )
				{
					Type type = null;

					if ( c.Owner != null )
						type = c.Owner.GetType();

					BaseCreature owner = c.Owner as BaseCreature;

					if ( ( c.ItemID < 0xECA || c.ItemID > 0xED5 ) && m_Mobile.InLOS( c ) && !c.Channeled && type != typeof( PlayerMobile ) && type != null && ( owner == null || ( !owner.Summoned && !owner.IsBonded ) ) )
						return item;
				}
			}

			return null;
		}

		public bool CanDispel( Mobile m )
		{
			BaseCreature c = m as BaseCreature;

			return c != null && c.Summoned && c.SummonMaster != m_Mobile && m_Mobile.CanBeHarmful( m, false ) && !c.IsAnimatedDead;
		}

		private static int[] m_Offsets = new int[]
			{
				-1, -1,
				-1,  0,
				-1,  1,
				 0, -1,
				 0,  1,
				 1, -1,
				 1,  0,
				 1,  1,

				-2, -2,
				-2, -1,
				-2,  0,
				-2,  1,
				-2,  2,
				-1, -2,
				-1,  2,
				 0, -2,
				 0,  2,
				 1, -2,
				 1,  2,
				 2, -2,
				 2, -1,
				 2,  0,
				 2,  1,
				 2,  2
			};

		private void ProcessTarget( Target targ )
		{
			bool isDispel = ( targ is DispelSpell.InternalTarget );
			bool isParalyze = ( targ is ParalyzeSpell.InternalTarget );
			bool isTeleport = ( targ is TeleportSpell.InternalTarget );
			bool isAnimate = ( targ is AnimateDeadSpell.InternalTarget );
			bool teleportAway = false;

			Mobile toTarget;

			if ( isDispel )
			{
				toTarget = FindDispelTarget( false );

				if ( toTarget != null && m_Mobile.InRange( toTarget, 10 ) )
					RunFrom( toTarget );
			}
			else if ( isParalyze || isTeleport )
			{
				toTarget = FindDispelTarget( true );

				if ( toTarget == null )
				{
					toTarget = m_Mobile.Combatant;

					if ( toTarget != null )
						RunTo( toTarget );
				}
				else if ( m_Mobile.InRange( toTarget, 10 ) )
				{
					RunFrom( toTarget );
					teleportAway = true;
				}
				else
				{
					teleportAway = true;
				}
			}
			else if ( isAnimate )
			{
				Item corpse = FindCorpseToAnimate();				

				if ( corpse != null )
					targ.Invoke( m_Mobile, corpse );

				toTarget = null;
			}
			else
			{
				toTarget = m_Mobile.Combatant;

				if ( toTarget != null )
					RunTo( toTarget );
			}

			if ( (targ.Flags & TargetFlags.Harmful) != 0 && toTarget != null )
			{
				if ( (targ.Range == -1 || m_Mobile.InRange( toTarget, targ.Range )) && m_Mobile.CanSee( toTarget ) && m_Mobile.InLOS( toTarget ) )
				{
					targ.Invoke( m_Mobile, toTarget );
				}
				else if ( isDispel )
				{
					targ.Cancel( m_Mobile, TargetCancelType.Canceled );
				}
			}
			else if ( (targ.Flags & TargetFlags.Beneficial) != 0 )
			{
				targ.Invoke( m_Mobile, m_Mobile );
			}
			else if ( isTeleport && toTarget != null )
			{
				Map map = m_Mobile.Map;

				if ( map == null )
				{
					targ.Cancel( m_Mobile, TargetCancelType.Canceled );
					return;
				}

				int px, py;

				if ( teleportAway )
				{
					int rx = m_Mobile.X - toTarget.X;
					int ry = m_Mobile.Y - toTarget.Y;

					double d = m_Mobile.GetDistanceToSqrt( toTarget );

					px = toTarget.X + (int)(rx * (10 / d));
					py = toTarget.Y + (int)(ry * (10 / d));
				}
				else
				{
					px = toTarget.X;
					py = toTarget.Y;
				}

				for ( int i = 0; i < m_Offsets.Length; i += 2 )
				{
					int x = m_Offsets[i], y = m_Offsets[i + 1];

					Point3D p = new Point3D( px + x, py + y, 0 );

					LandTarget lt = new LandTarget( p, map );

					if ( (targ.Range == -1 || m_Mobile.InRange( p, targ.Range )) && m_Mobile.InLOS( lt ) && map.CanSpawnMobile( px + x, py + y, lt.Z ) && !SpellHelper.CheckMulti( p, map ) )
					{
						targ.Invoke( m_Mobile, lt );
						return;
					}
				}

				int teleRange = targ.Range;

				if ( teleRange < 0 )
					teleRange = 12;

				for ( int i = 0; i < 10; ++i )
				{
					Point3D randomPoint = new Point3D( m_Mobile.X - teleRange + Utility.Random( teleRange * 2 + 1 ), m_Mobile.Y - teleRange + Utility.Random( teleRange * 2 + 1 ), 0 );

					LandTarget lt = new LandTarget( randomPoint, map );

					if ( m_Mobile.InLOS( lt ) && map.CanSpawnMobile( lt.X, lt.Y, lt.Z ) && !SpellHelper.CheckMulti( randomPoint, map ) )
					{
						targ.Invoke( m_Mobile, new LandTarget( randomPoint, map ) );
						return;
					}
				}

				targ.Cancel( m_Mobile, TargetCancelType.Canceled );
			}		
			else
			{
				targ.Cancel( m_Mobile, TargetCancelType.Canceled );
			}
		}
	}
}
