/*
 * Original Author: Taosenai
 * Adapted By: KoffeinFlummi, commy2
 *
 * Animates the scope when firing. Called from the unified fired EH only for the local player.
 *
 * Arguments:
 * None. Parameters inherited from EFUNC(common,firedEH)
 *
 * Return Value:
 * None
 */
#include "script_component.hpp"

//IGNORE_PRIVATE_WARNING ["_unit", "_weapon", "_muzzle", "_mode", "_ammo", "_magazine", "_projectile", "_vehicle", "_gunner", "_turret"];
TRACE_10("firedEH:",_unit, _weapon, _muzzle, _mode, _ammo, _magazine, _projectile, _vehicle, _gunner, _turret);

disableSerialization;

// check if compatible scope is used
private _display = uiNamespace getVariable [QGVAR(RscWeaponInfo2D), displayNull];

if (isNull _display) exitWith {};

// Reduce the reticle movement as the player drops into lower, supported stances.
private _recoilCoef = switch (true) do {
    case (isWeaponDeployed _unit): {0.1};
    case (isWeaponRested _unit): {0.4};
    default {1};
};

// Constants which determine how the scope recoils
private ["_recoilScope", "_reticleShiftX", "_reticleShiftY", "_scopeShiftX", "_scopeShiftY"];

_recoilScope = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_RECOIL_MIN, SCOPE_RECOIL_MAX, false];

_reticleShiftX = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_X_MIN, RETICLE_SHIFT_X_MAX, false];
_reticleShiftY = _recoilCoef * linearConversion [0, 1, random 1, RETICLE_SHIFT_Y_MIN, RETICLE_SHIFT_Y_MAX, false];

_scopeShiftX = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_X_MIN, SCOPE_SHIFT_X_MAX, false];
_scopeShiftY = _recoilCoef * linearConversion [0, 1, random 1, SCOPE_SHIFT_Y_MIN, SCOPE_SHIFT_Y_MAX, false];

// Create and commit recoil effect
private ["_sizeX", "_sizeY"];

_sizeX = (0.75 + _recoilScope)/(getResolution select 5);
_sizeY = _sizeX*(4/3);

private _positionReticle = [
    safezoneX + 0.5 * safezoneW - 0.5*(_sizeX + _reticleShiftX),
    safezoneY + 0.5 * safezoneH - 0.5*(_sizeY + _reticleShiftY),
    _sizeX,
    _sizeY
];

(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;

private _positionBody = [
    safezoneX + 0.5 * safezoneW - 0.5*(2 * _sizeX + _scopeShiftX),
    safezoneY + 0.5 * safezoneH - 0.5*(2 * _sizeY + _scopeShiftY),
    2 * _sizeX,
    2 * _sizeY
];

(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
(_display displayCtrl 1713006) ctrlSetPosition _positionBody;

(_display displayCtrl 1713001) ctrlCommit 0;
(_display displayCtrl 1713002) ctrlCommit 0;
(_display displayCtrl 1713005) ctrlCommit 0;
(_display displayCtrl 1713006) ctrlCommit 0;

// Bring them all back
_sizeX = 0.75/(getResolution select 5);
_sizeY = _sizeX*(4/3);

_positionReticle = [
    safezoneX + 0.5 * safezoneW - 0.5 * _sizeX,
    safezoneY + 0.5 * safezoneH - 0.5 * _sizeY,
    _sizeX,
    _sizeY
];

(_display displayCtrl 1713001) ctrlSetPosition _positionReticle;
(_display displayCtrl 1713002) ctrlSetPosition _positionReticle;

_positionBody = [
    safezoneX + 0.5 * safezoneW - 0.5 * 2 * _sizeX,
    safezoneY + 0.5 * safezoneH - 0.5 * 2 * _sizeY,
    2 * _sizeX,
    2 * _sizeY
];

(_display displayCtrl 1713005) ctrlSetPosition _positionBody;
(_display displayCtrl 1713006) ctrlSetPosition _positionBody;

(_display displayCtrl 1713001) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713002) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713005) ctrlCommit RECENTER_TIME;
(_display displayCtrl 1713006) ctrlCommit RECENTER_TIME;