//::///////////////////////////////////////////////
//:: Gaze: Deatroy Good
//:: NW_S1_GazeEvil
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Cone shape that affects all within the AoE if they
    fail a Will Save.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 13, 2001
//:://////////////////////////////////////////////
#include "prc_inc_spells"
#include "NW_I0_SPELLS"
#include "wm_include"
#include "x0_i0_match"

void main()
{
//--------------------------------------------------------------------------
// Make sure we are not blind
//--------------------------------------------------------------------------
    if (PRCGetHasEffect(EFFECT_TYPE_BLINDNESS, OBJECT_SELF))
    {
        FloatingTextStrRefOnCreature(84530, OBJECT_SELF, FALSE);
        return;
    }
	
    if (WildMagicOverride()) { return; }
	
//:: Declare major variables
	object oNPC		= OBJECT_SELF;
	object oTarget;
	
    int nHD 		= GetHitDice(oNPC);
	int nCHAMod		= GetAbilityModifier(ABILITY_CHARISMA, oNPC);
    int nDC			= 10 +nCHAMod+ (nHD/2);	
    int nDuration 	= 1 + (nHD / 3);
	
    location lTargetLocation = PRCGetSpellTargetLocation();
	
    effect eGaze 	= EffectDeath();
    effect eVis 	= EffectVisualEffect(VFX_IMP_DEATH);

    //Get first target in spell area
    oTarget = GetFirstObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
    while(GetIsObjectValid(oTarget))
    {
        if(!GetIsReactionTypeFriendly(oTarget) && oTarget != oNPC)
        {
            if(GetAlignmentGoodEvil(oTarget) == ALIGNMENT_GOOD)
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(oNPC, SPELLABILITY_GAZE_DEATH));
                //Determine effect delay
                float fDelay = GetDistanceBetween(oNPC, oTarget)/20;
                if(!PRCMySavingThrow(SAVING_THROW_WILL, oTarget, nDC, SAVING_THROW_TYPE_DEATH, oNPC, fDelay))
                {
                    //Apply the VFX impact and effects
                    //DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eGaze, oTarget));
                }
            }
        }
        //Get next target in spell area
        oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 10.0, lTargetLocation, TRUE);
    }
}