//::///////////////////////////////////////////////
//:: Cone of Cold
//:: NW_S0_ConeCold
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
// Cone of cold creates an area of extreme cold,
// originating at your hand and extending outward
// in a cone. It drains heat, causing 1d6 points of
// cold damage per caster level (maximum 15d6).
*/
//:://////////////////////////////////////////////
//:: Created By: Noel Borstad
//:: Created On: 10/18/02000
//:://////////////////////////////////////////////
//:: Last Updated By: Aidan Scanlan On: April 11, 2001
//:: Update Pass By: Preston W, On: July 25, 2001


//:: modified by mr_bumpkin Dec 4, 2003
#include "prc_inc_spells"  
#include "prc_add_spell_dc"

float SpellDelay (object oTarget, int nShape);




void main()
{
DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
SetLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR", SPELL_SCHOOL_EVOCATION);


/*
  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
    int CasterLvl = PRCGetCasterLevel(OBJECT_SELF);

    int nCasterLevel = CasterLvl;
    int nMetaMagic = PRCGetMetaMagicFeat();
    int nDamage;
    float fDelay;
    location lTargetLocation = PRCGetSpellTargetLocation();
    object oTarget;
    //Limit Caster level for the purposes of damage.
    if (nCasterLevel > 40)
    {
        nCasterLevel = 40;
    }
    
    CasterLvl +=SPGetPenetr();
    
    int EleDmg = ChangedElementalDamage(OBJECT_SELF, DAMAGE_TYPE_COLD);

    //Declare the spell shape, size and the location.  Capture the first target object in the shape.
    oTarget = MyFirstObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, 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))
        {
     // March 2003. Removed this as part of the reputation pass
     //            if((PRCGetSpellId() == 340 && !GetIsFriend(oTarget)) || PRCGetSpellId() == 25)
            {
                //Fire cast spell at event for the specified target
                SignalEvent(oTarget, EventSpellCastAt(OBJECT_SELF, SPELL_CONE_OF_COLD));
                //Get the distance between the target and caster to delay the application of effects
                fDelay = GetDistanceBetween(OBJECT_SELF, oTarget)/20.0;
                //Make SR check, and appropriate saving throw(s).
                if(!PRCDoResistSpell(OBJECT_SELF, oTarget,CasterLvl, fDelay) && (oTarget != OBJECT_SELF))
                {
                    int nDC = PRCGetSaveDC(oTarget,OBJECT_SELF);
                    //Detemine damage
                    nDamage = d6(nCasterLevel);
                    //Enter Metamagic conditions
                    if ((nMetaMagic & METAMAGIC_MAXIMIZE))
                    {
                         nDamage = 6 * nCasterLevel;//Damage is at max
                    }
                    if ((nMetaMagic & METAMAGIC_EMPOWER))
                    {
                         nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
                    }
                    //nDamage += ApplySpellBetrayalStrikeDamage(oTarget, OBJECT_SELF, FALSE);
                    //Adjust damage according to Reflex Save, Evasion or Improved Evasion
                    nDamage = PRCGetReflexAdjustedDamage(nDamage, oTarget, nDC, SAVING_THROW_TYPE_COLD);

                    // Apply effects to the currently selected target.
                    effect eCold = PRCEffectDamage(oTarget, nDamage, EleDmg);
                    effect eVis = EffectVisualEffect(VFX_IMP_FROST_L);
                    if(nDamage > 0)
                    {
                        //Apply delayed effects
                        DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                        DelayCommand(fDelay, SPApplyEffectToObject(DURATION_TYPE_INSTANT, eCold, oTarget));
                        PRCBonusDamage(oTarget);
                    }
                }
            }
        }
        //Select the next target within the spell shape.
        oTarget = MyNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }


DeleteLocalInt(OBJECT_SELF, "X2_L_LAST_SPELLSCHOOL_VAR");
// Getting rid of the local integer storing the spellschool name
}