//::///////////////////////////////////////////////
//:: Incendiary Cloud
//:: NW_S0_IncCloudC.nss
//:: Copyright (c) 2001 Bioware Corp.
//:://////////////////////////////////////////////
/*
    Objects within the AoE take 4d6 fire damage
    per round.
*/
//:://////////////////////////////////////////////
//:: Created By: Preston Watamaniuk
//:: Created On: May 17, 2001
//:://////////////////////////////////////////////
//:: Updated By: GeorgZ 2003-08-21: Now affects doors and placeables as well

#include "ke_spell_factor"

#include "X0_I0_SPELLS"

void main()
{

    //Declare major variables
    int nMetaMagic = GetMetaMagicFeat();
    int nCasterLvl = 8;
    int nDamage;
    effect eDam;
    object oTarget;
    //Declare and assign personal impact visual effect.
    effect eVis = EffectVisualEffect(VFX_IMP_FLAME_S);
    float fDelay;
    //Capture the first target object in the shape.

    //--------------------------------------------------------------------------
    // GZ 2003-Oct-15
    // When the caster is no longer there, all functions calling
    // GetAreaOfEffectCreator will fail. Its better to remove the barrier then
    //--------------------------------------------------------------------------
    if (!GetIsObjectValid(GetAreaOfEffectCreator()))
    {
        DestroyObject(OBJECT_SELF);
        return;
    }


    oTarget = GetFirstInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    //Declare the spell shape, size and the location.
    while(GetIsObjectValid(oTarget))
    {
        if (spellsIsTarget(oTarget, SPELL_TARGET_STANDARDHOSTILE, GetAreaOfEffectCreator()))
        {
            fDelay = GetRandomDelay(0.5, 2.0);
            //Make SR check, and appropriate saving throw(s).
            if(!MyResistSpell(GetAreaOfEffectCreator(), oTarget, fDelay))
            {
                SignalEvent(oTarget, EventSpellCastAt(GetAreaOfEffectCreator(), SPELL_INCENDIARY_CLOUD));
                //Roll damage.
                nDamage = (((d10(nCasterLvl))*2)+100);
                //Enter Metamagic conditions
                if (nMetaMagic == METAMAGIC_MAXIMIZE)
                {
                   nDamage = (((10*(nCasterLvl))*2)+100);//Damage is at max
                }
                if (nMetaMagic == METAMAGIC_EMPOWER)
                {
                     nDamage = nDamage + (nDamage/2); //Damage/Healing is +50%
                }
                //Adjust damage for Reflex Save, Evasion and Improved Evasion
                nDamage = GetReflexAdjustedDamage(nDamage, oTarget, GetSpellSaveDC(),SAVING_THROW_TYPE_FIRE, GetAreaOfEffectCreator());


                //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 :) //


                // Apply effects to the currently selected target.
                eDam = EffectDamage(nDamage2, DAMAGE_TYPE_FIRE);
                if(nDamage > 0)
                {
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));
                    DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eVis, oTarget));
                }
            }
        }
        //Select the next target within the spell shape.
        oTarget = GetNextInPersistentObject(OBJECT_SELF,OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }
}