using System;
using System.Collections;
using Server;
using Server.Network;

namespace Server.Items
{
	public class BaseShield : BaseArmor
	{
		public override ArmorMaterialType MaterialType{ get{ return ArmorMaterialType.Plate; } }

		public BaseShield( int itemID ) : base( itemID )
		{
		}

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

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

			writer.Write( (int) 1 );//version
		}

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

			int version = reader.ReadInt();

			if ( version < 1 )
			{
				if ( this is Aegis )
					return;

				// The 15 bonus points to resistances are not applied to shields on OSI.
				PhysicalBonus = 0;
				FireBonus = 0;
				ColdBonus = 0;
				PoisonBonus = 0;
				EnergyBonus = 0;
			}
		}

		public override double ArmorRating
		{
			get
			{
				Mobile m = this.Parent as Mobile;
				double ar = base.ArmorRating;

				if ( m != null )
					return ( ( m.Skills[SkillName.Parry].Value * ar ) / 200.0 ) + 1.0;
				else
					return ar;
			}
		}

		public override int OnHit( BaseWeapon weapon, int damage )
		{
			if( Core.AOS )
			{
				if( ArmorAttributes.SelfRepair > Utility.Random( 10 ) )
				{
					HitPoints += 2;
				}
				else
				{
					double halfArmor = ArmorRating / 2.0;
					int absorbed = (int)(halfArmor + (halfArmor*Utility.RandomDouble()));

					if( absorbed < 2 )
						absorbed = 2;

					int wear;

					if( weapon.Type == WeaponType.Bashing )
						wear = (absorbed / 2);
					else
						wear = Utility.Random( 2 );

					if( wear > 0 && MaxHitPoints > 0 )
					{
						if( HitPoints >= wear )
						{
							HitPoints -= wear;
							wear = 0;
						}
						else
						{
							wear -= HitPoints;
							HitPoints = 0;
						}

						if( wear > 0 )
						{
							if( MaxHitPoints > wear )
							{
								MaxHitPoints -= wear;

								if( Parent is Mobile )
									((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
							}
							else
							{
								Delete();
							}
						}
					}
				}

				return 0;
			}
			else
			{
				Mobile owner = this.Parent as Mobile;
				if( owner == null )
					return damage;

				double ar = this.ArmorRating;
				double chance = (owner.Skills[SkillName.Parry].Value - (ar * 2.0)) / 100.0;

				if( chance < 0.01 )
					chance = 0.01;
				/*
				FORMULA: Displayed AR = ((Parrying Skill * Base AR of Shield) ÷ 200) + 1 

				FORMULA: % Chance of Blocking = parry skill - (shieldAR * 2)

				FORMULA: Melee Damage Absorbed = (AR of Shield) / 2 | Archery Damage Absorbed = AR of Shield 
				*/
				if( owner.CheckSkill( SkillName.Parry, chance ) )
				{
					if( weapon.Skill == SkillName.Archery )
						damage -= (int)ar;
					else
						damage -= (int)(ar / 2.0);

					if( damage < 0 )
						damage = 0;

					owner.FixedEffect( 0x37B9, 10, 16 );

					if( 25 > Utility.Random( 100 ) ) // 25% chance to lower durability
					{
						if( Core.AOS && ArmorAttributes.SelfRepair > Utility.Random( 10 ) )
						{
							HitPoints += 2;
						}
						else
						{
							int wear = Utility.Random( 2 );

							if( wear > 0 && MaxHitPoints > 0 )
							{
								if( HitPoints >= wear )
								{
									HitPoints -= wear;
									wear = 0;
								}
								else
								{
									wear -= HitPoints;
									HitPoints = 0;
								}

								if( wear > 0 )
								{
									if( MaxHitPoints > wear )
									{
										MaxHitPoints -= wear;

										if( Parent is Mobile )
											((Mobile)Parent).LocalOverheadMessage( MessageType.Regular, 0x3B2, 1061121 ); // Your equipment is severely damaged.
									}
									else
									{
										Delete();
									}
								}
							}
						}
					}
				}

				return damage;
			}
		}
	}
}
