//::///////////////////////////////////////////////
//:: Bombardment
//:: X0_S0_Bombard
//:: Copyright (c) 2002 Bioware Corp.
//:://////////////////////////////////////////////
/*
// Rocks fall from sky
// 1d8 damage/level to a max of 10d8
// Reflex save for half
*/
//:://////////////////////////////////////////////
//:: Created By: Brent
//:: Created On: July 22 2002
//:://////////////////////////////////////////////
//:: Last Updated By: Andrew Nobbs May 01, 2003


#include "ke_spell_factor"

#include "X0_I0_SPELLS"
#include "x2_inc_spellhook"

void main()
{

/*
  Spellcast Hook Code
  Added 2003-06-20 by Georg
  If you want to make changes to all spells,
  check x2_inc_spellhook.nss to find out more

*/

    if (!X2PreSpellCastCode())
    {
    // If code within the PreSpellCastHook (i.e. UMD) reports FALSE, do not run this spell
        return;
    }

// End of Spell Cast Hook


    //Declare major variables
    object oCaster = OBJECT_SELF;
    int nCasterLvl = GetCasterLevel(oCaster);
    int nMetaMagic = GetMetaMagicFeat();
    int nDamage;
    float fDelay;
    effect eExplode = EffectVisualEffect(VFX_FNF_METEOR_SWARM);
    effect eVis = EffectVisualEffect(VFX_IMP_FLAME_M);
    effect eDam;
    //Get the spell target location as opposed to the spell target.
    location lTarget = GetSpellTargetLocation();
    //Limit Caster level for the purposes of damage
    if (nCasterLvl > 40)
    {
        nCasterLvl = 40;
    }

    //Apply the fireball explosion at the location captured above.
    ApplyEffectAtLocation(DURATION_TYPE_INSTANT, eExplode, lTarget);
    //Declare the spell shape, size and the location.  Capture the first target object in the shape.
    object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    //Cycle through the targets within the spell shape until an invalid object is captured.
    while (GetIsObjectValid(oTarget))
    {
        if(spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, OBJECT_SELF) == TRUE)
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, GetSpellId()));
            //Get the distance between the explosion and the target to calculate delay
            fDelay = GetDistanceBetweenLocations(lTarget, GetLocation(oTarget))/20;
            if (!MyResistSpell(OBJECT_SELF, oTarget, fDelay))
            {
                //Roll damage for each target
                nDamage = ((d10(nCasterLvl))*2)+100;
                //Resolve metamagic
                if (nMetaMagic == METAMAGIC_MAXIMIZE)
                {
                    nDamage = ((10*(nCasterLvl))*2)+100;
                }
                else if (nMetaMagic == METAMAGIC_EMPOWER)
                {
                   nDamage = nDamage + nDamage / 2;
                }
                //Adjust the damage based on the Reflex Save, Evasion and Improved Evasion.
                nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(), SAVING_THROW_TYPE_ALL);

                //starting the grand circus of importing and converting back and forth //

                float fDamage = IntToFloat(nDamage);

                // multiplaying damage with fFactor //

                float fFactor = CalculateFactor();

                fDamage = fDamage * fFactor;

                // converting the float damage back to INT damage so we can use it again //

                int nDamage2 = FloatToInt(fDamage);

               // Done and remember to change nDamage with nDamage2 below :) //


                //Set the damage effect
                eDam = EffectDamage(nDamage2, DAMAGE_TYPE_BLUDGEONING);
                if(nDamage > 0)
                {

                    // Apply effects to the currently selected target.
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
                    //This visual effect is applied to the target object not the location as above.  This visual effect
                    //represents the flame that erupts on the target not on the ground.
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                }
             }
        }
       //Select the next target within the spell shape.
       oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_GARGANTUAN, lTarget, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }
}