//Created by Genisys / Guile 6/7/08

//This cool tagbased scripted item throws a boulder at the target
//The item should be single use and look like a boulder (if possible)
//Also, the item should weight 100 lbs!

void RockDamage(location lImpact);

object oPC = GetItemActivator();

#include "x0_i0_spells"

void main()
{

object oUser = GetItemActivator();
object oCaster;
oCaster = oPC;


if(GetLocalInt(GetAreaFromLocation(GetLocation(oUser)), "NOCAST")==2)
{
return;
}

object oTarget;
oTarget = GetItemActivatedTarget();
location lImpact = GetLocation(oTarget);
int nSpell = 775;

if(GetObjectType(oTarget)!=OBJECT_TYPE_CREATURE)
{
FloatingTextStringOnCreature("You must target a creature!", oUser);
return;
}
 if(GetAbilityScore(oPC, ABILITY_STRENGTH, TRUE) >19)
  {

  AssignCommand(oPC, ActionCastSpellAtObject(
  nSpell, oTarget, METAMAGIC_ANY, TRUE, 20, PROJECTILE_PATH_TYPE_DEFAULT
  , TRUE));

  RockDamage(lImpact);
  }

}

void RockDamage(location lImpact)
{
    float fDelay;
    int nDamage;
    effect eDam;
    //Declare the spell shape, size and the location.  Capture the first target object in the shape.
    object oTarget = GetFirstObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_SMALL, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    //Cycle through the targets within the spell shape until an invalid object is captured.

    int nDamageAdjustment = GetAbilityModifier (ABILITY_STRENGTH,OBJECT_SELF);
    while (GetIsObjectValid(oTarget))
    {

        if (spellsIsTarget(oTarget,SPELL_TARGET_STANDARDHOSTILE,OBJECT_SELF))
        {
            //Fire cast spell at event for the specified target
            SignalEvent(oTarget, EventSpellCastAt(oPC, 775));
            //Get the distance between the explosion and the target to calculate delay
            fDelay = GetDistanceBetweenLocations(lImpact, GetLocation(oTarget))/20;
            //Roll damage for each target, but doors are always killed


            nDamage = d6(7) + nDamageAdjustment;

            //Set the damage effect
            eDam = EffectDamage(nDamage, DAMAGE_TYPE_BLUDGEONING,DAMAGE_POWER_PLUS_ONE);

                // Apply effects to the currently selected target.
                DelayCommand(fDelay, ApplyEffectToObject(DURATION_TYPE_INSTANT, eDam, oTarget));

        }
        //Select the next target within the spell shape.
        oTarget = GetNextObjectInShape(SHAPE_SPHERE, RADIUS_SIZE_HUGE, lImpact, TRUE, OBJECT_TYPE_CREATURE | OBJECT_TYPE_DOOR | OBJECT_TYPE_PLACEABLE);
    }
}