using System;
using System.Collections.Generic;
using Server.Network;
using Server.Items;
using Server.Targeting;

namespace Server.Spells.Eighth
{
	public class EarthquakeSpell : MagerySpell
	{
		private static SpellInfo m_Info = new SpellInfo(
				"Earthquake", "In Vas Por",
				233,
				9012,
				false,
				Reagent.Bloodmoss,
				Reagent.Ginseng,
				Reagent.MandrakeRoot,
				Reagent.SulfurousAsh
			);

		public override SpellCircle Circle { get { return SpellCircle.Eighth; } }

		public EarthquakeSpell( Mobile caster, Item scroll ) : base( caster, scroll, m_Info )
		{
		}

		public override bool DelayedDamage{ get{ return true; } }

		public override void OnCast()
		{
			if ( SpellHelper.CheckTown( Caster, Caster ) && CheckSequence() )
			{
				List<Mobile> targets = new List<Mobile>();

				Map map = Caster.Map;

				if ( map != null )
					foreach ( Mobile m in Caster.GetMobilesInRange( 1 + (int)(Caster.Skills[SkillName.Magery].Value / 15.0) ) )
						if ( Caster != m && SpellHelper.ValidIndirectTarget( Caster, m ) && Caster.CanBeHarmful( m, false ) )
							targets.Add( m );

				Caster.PlaySound( 0x220 );

				for ( int i = 0; i < targets.Count; ++i )
				{
					Mobile m = targets[i];

					int damage = (m.Hits * 6) / 10;

					damage = (int)(damage * GetDamageScalar( m ) );

					if ( !m.Player && damage < 10 )
						damage = 10;
					else if ( damage > 75 )
						damage = 75;

					Caster.DoHarmful( m );
					SpellHelper.Damage( TimeSpan.Zero, m, Caster, damage );
				}
			}

			FinishSequence();
		}
	}
}