using System;
using Server.Mobiles;
using Server.Spells;

namespace Server.Items
{
	public class IcyPatch : Item
	{
		public override int LabelNumber { get { return 1095159; } } //An Icy Patch
		public override double DefaultWeight { get { return 5.0; } }

		/* On OSI, the iceypatch with itemid 0x122a is "rarer", so we will give it 1:10 chance of creating it that way */

		[Constructable]
		public IcyPatch()
			: this((Utility.Random(10) == 0) ? 0x122A : 0x122F)
		{
		}

		public IcyPatch(int itemid)
			: base (itemid)
		{
			Hue = 0x481;
		}

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

		public override bool OnMoveOver(Mobile m)
		{
			if (m is PlayerMobile && m.Alive && m.AccessLevel == AccessLevel.Player)
			{
				switch (Utility.Random(3))
				{
					case 0: RunSequence(m, 1095160, false); break; //You steadily walk over the slippery surface.
					case 1: RunSequence(m, 1095161, true); break; //You skillfully manage to maintain your balance.
					default: RunSequence(m, 1095162, true); break; //You lose your footing and ungracefully splatter on the ground.
				}
			}
			return base.OnMoveOver(m);
		}

		public virtual void RunSequence(Mobile m, int message, bool freeze)
		{
			object[] arg = null;

			if (freeze)
			{
				m.Frozen = freeze;
				Timer.DelayCall(TimeSpan.FromSeconds((message==1095162) ? 2.0 : 1.25), new TimerStateCallback(EndFall_Callback), m);
			}

			m.SendLocalizedMessage(message);

			if (message == 1095162)
			{
				if (m.Mounted)
				{
					m.Mount.Rider = null;
				}

				Point3D p = new Point3D(Location);

				if (SpellHelper.FindValidSpawnLocation(Map, ref p, true))
				{
					Timer.DelayCall(TimeSpan.FromSeconds(0), new TimerStateCallback(Relocate_Callback), new object[] { m, p });
				}

				arg = new object[] { m, (21 + Utility.Random(2)), !m.Female ? 0x426 : 0x317 };
			}
			else if (message == 1095161)
			{
				arg = new object[] { m, 17, !m.Female ? 0x429 : 0x319 };
			}
			if (arg != null)
			{
				Timer.DelayCall(TimeSpan.FromSeconds(.4), new TimerStateCallback(BeginFall_Callback), arg);
			}
		}

		private static void Relocate_Callback(object state)
		{
			object[] states = (object[])state;
			Mobile m = (Mobile)states[0];
			Point3D to = (Point3D)states[1];

			m.MoveToWorld(to, m.Map);
		}

		private static void BeginFall_Callback(object state)
		{
			object[] states = (object[])state;

			Mobile m = (Mobile)states[0];
			int action = (int)states[1];
			int sound = (int)states[2];
			if (!m.Mounted)
			{
				m.Animate(action, 1, 1, false, true, 0);
			}
			m.PlaySound(sound);
		}

		private static void EndFall_Callback(object state)
		{
			((Mobile)state).Frozen = false;
		}

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

			writer.Write((int)0);
		}

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

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