/*
 * Author: commy2
 * Change the blending when the player fires??
 *
 * Arguments:
 * 0: unit - Object the event handler is assigned to <OBJECT>
 * 1: weapon - Fired weapon <STRING>
 * 2: muzzle - Muzzle that was used <STRING>
 * 3: mode - Current mode of the fired weapon <STRING>
 * 4: ammo - Ammo used <STRING>
 * 5: magazine - magazine name which was used <STRING>
 * 6: projectile - Object of the projectile that was shot <OBJECT>
 *
 * Return Value:
 * Nothing
 *
 * Example:
 * [clientFiredBIS-XEH] call ace_nightvision_fnc_blending
 *
 * Public: No
 */
#include "script_component.hpp"

private ["_vehicle", "_weapon", "_ammo", "_magazine", "_player"];

_vehicle = _this select 0;
_weapon = _this select 1;
_ammo = _this select 4;
_magazine = _this select 5;

_player = ACE_player;
//If our vehicle didn't shoot, or we're not in NVG mode, exit
if ((_vehicle != (vehicle _player)) || {(currentVisionMode _player) != 1}) exitWith {};
//If we are mounted, and it wasn't our weapon system that fired, exit
if (_player != _vehicle && {!(_weapon in (_vehicle weaponsTurret ([_player] call EFUNC(common,getTurretIndex))))}) exitWith {};

private ["_silencer", "_visibleFireCoef", "_visibleFireTimeCoef", "_visibleFire", "_visibleFireTime", "_nvgBrightnessCoef", "_fnc_isTracer", "_darkness"];

_silencer = switch (_weapon) do {
case (primaryWeapon _player) : {primaryWeaponItems _player select 0};
case (secondaryWeapon _player) : {secondaryWeaponItems _player select 0};
case (handgunWeapon _player) : {handgunItems _player select 0};
    default {""};
};

_visibleFireCoef = 1;
_visibleFireTimeCoef = 1;
if (_silencer != "") then {
    _visibleFireCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFire");
    _visibleFireTimeCoef = getNumber (configFile >> "CfgWeapons" >> _silencer >> "ItemInfo" >> "AmmoCoef" >> "visibleFireTime");
};

_visibleFire = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFire");
_visibleFireTime = getNumber (configFile >> "CfgAmmo" >> _ammo >> "visibleFireTime");

_nvgBrightnessCoef = 1 + (_player getVariable [QGVAR(NVGBrightness), 0]) / 4;

_fnc_isTracer = {
    private ["_indexShot", "_lastRoundsTracer", "_tracersEvery"];

    if (getNumber (configFile >> "CfgAmmo" >> _ammo >> "nvgOnly") > 0) exitWith {false};

    _indexShot = (_player ammo _weapon) + 1;

    _lastRoundsTracer = getNumber (configFile >> "CfgMagazines" >> _magazine >> "lastRoundsTracer");
    if (_indexShot <= _lastRoundsTracer) exitWith {true};

    _tracersEvery = getNumber (configFile >> "CfgMagazines" >> _magazine >> "tracersEvery");
    if (_tracersEvery == 0) exitWith {false};

    (_indexShot - _lastRoundsTracer) % _tracersEvery == 0
};

if (call _fnc_isTracer) then {
    _visibleFire = _visibleFire + 2;
    _visibleFireTime = _visibleFireTime + 2;
};

_darkness = 1 - (call EFUNC(common,ambientBrightness));

_visibleFire = _darkness * _visibleFireCoef * _visibleFire * _nvgBrightnessCoef / 10 min 1;
_visibleFireTime = _darkness * _visibleFireTimeCoef * _visibleFireTime * _nvgBrightnessCoef / 10 min 0.5;

// ["NightVision", [_visibleFire, _visibleFireTime], {format ["visibleFire: %1 - visibleFireTime: %2", _this select 0, _this select 1]}] call AGM_Debug_fnc_log;  //todo

GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, _visibleFire, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit 0;

GVAR(ppEffectMuzzleFlash) ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0, 0, 0, 1], [0, 0, 0, 1]];
GVAR(ppEffectMuzzleFlash) ppEffectCommit _visibleFireTime;