//::///////////////////////////////////////////////
//:: 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

float SpellDelay (object oTarget, int nShape);

#include "X0_I0_SPELLS"
#include "jx_inc_magic"
#include "x2_inc_spellhook" 

void mainSpell();
void main()
{
	AssignCommand(JXGetCaster(), mainSpell());
}

void mainSpell()
{

/* 
  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
        JXPostSpellCastCode();
		return;
    }

// End of Spell Cast Hook


    //Declare major variables
    int nCasterLevel = JXGetCasterLevel(OBJECT_SELF);
    int nMetaMagic = JXGetMetaMagicFeat();
    int nDamage;
    float fDelay;
    location lTargetLocation = JXGetSpellTargetLocation();
	float fMaxDelay = 0.0f; // Used to determine duration of cold cone
    object oTarget;
    //Limit Caster level for the purposes of damage.
    if (nCasterLevel > 15)
    {
        nCasterLevel = 15;
    }
    //Declare the spell shape, size and the location.  Capture the first target object in the shape.
    oTarget = GetFirstObjectInShape(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((JXGetSpellId() == 340 && !GetIsFriend(oTarget)) || JXGetSpellId() == 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;
				if (fDelay > fMaxDelay)
				{
					fMaxDelay = fDelay;
				}
                //Make SR check, and appropriate saving throw(s).
                //if(!MyResistSpell(OBJECT_SELF, oTarget, fDelay) && (oTarget != OBJECT_SELF))
                if(oTarget != OBJECT_SELF && !MyResistSpell(OBJECT_SELF, oTarget, fDelay)) //FIX: prevents caster from getting SR check against himself
                {
                    //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%
                    }
                    //Adjust damage according to Reflex Save, Evasion or Improved Evasion
                    nDamage = GetReflexAdjustedDamage(nDamage, oTarget, JXGetSpellSaveDC(), SAVING_THROW_TYPE_COLD);

                    // Apply effects to the currently selected target.
                    effect eCold = EffectDamage(nDamage, DAMAGE_TYPE_COLD);
                    effect eVis = EffectVisualEffect(VFX_HIT_SPELL_ICE);
                    if(nDamage > 0)
                    {
                        //Apply delayed effects
                        DelayCommand(fDelay, JXApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                        DelayCommand(fDelay, JXApplyEffectToObject(DURATION_TYPE_INSTANT, eCold, oTarget));
                    }
                }
            }
        }
        //Select the next target within the spell shape.
        oTarget = GetNextObjectInShape(SHAPE_SPELLCONE, 11.0, lTargetLocation, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }
	fMaxDelay += 0.5f;
	effect eCone = EffectVisualEffect(VFX_DUR_CONE_ICE);
	JXApplyEffectToObject(DURATION_TYPE_TEMPORARY, eCone, OBJECT_SELF, fMaxDelay);

	JXPostSpellCastCode();
}