#include "script_component.hpp"
/*
 * Author: KoffeinFlummi, esteldunedain, Ruthberg
 *
 * Watches for scope changes.
 * Defines key bindings
 *
 */

if (!hasInterface) exitWith {};

GVAR(Optics) = ["", "", ""];
GVAR(Guns) = ["", "", ""];
GVAR(canAdjustElevation) = [false, false, false];
GVAR(canAdjustWindage) = [false, false, false];
GVAR(scopeAdjust) = [[[0,0],0,[0,0],0], [[0,0],0,[0,0],0], [[0,0],0,[0,0],0]];

["CBA_settingsInitialized", {

    if (!GVAR(enabled)) exitWith {};

    if (GVAR(deduceBarometricPressureFromTerrainAltitude)) then {
        GVAR(zeroReferenceBarometricPressure) = 1013.25 * (1 - (0.0065 * EGVAR(common,mapAltitude)) / 288.15) ^ 5.255754495;
    };

    // Check inventory when it changes
    ["loadout", FUNC(inventoryCheck), true] call CBA_fnc_addPlayerEventHandler;

    // Instantly hide knobs when scoping in
    ["cameraView", {
        params ["_player", "_newCameraView"];

        if (_newCameraView == "GUNNER") then {
            private _layer = [QGVAR(Zeroing)] call BIS_fnc_rscLayer;
            _layer cutText ["", "PLAIN", 0];

            if (!isNil QGVAR(fadePFH)) then {
                [GVAR(fadePFH)] call CBA_fnc_removePerFrameHandler;
                GVAR(fadePFH) = nil;
            };
        };
    }] call CBA_fnc_addPlayerEventHandler;

    // Add keybinds
    ["ACE3 Scope Adjustment", QGVAR(AdjustUpMinor), localize LSTRING(AdjustUpMinor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, ELEVATION_UP, MINOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [201, [false, false, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustDownMinor), localize LSTRING(AdjustDownMinor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, ELEVATION_DOWN, MINOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [209, [false, false, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustLeftMinor), localize LSTRING(AdjustLeftMinor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, WINDAGE_LEFT, MINOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [209, [false, true, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustRightMinor), localize LSTRING(AdjustRightMinor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, WINDAGE_RIGHT, MINOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [201, [false, true, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustUpMajor), localize LSTRING(AdjustUpMajor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, ELEVATION_UP, MAJOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [201, [true, false, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustDownMajor), localize LSTRING(AdjustDownMajor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, ELEVATION_DOWN, MAJOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [209, [true, false, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustLeftMajor), localize LSTRING(AdjustLeftMajor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, WINDAGE_LEFT, MAJOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [209, [true, true, false]], true] call CBA_fnc_addKeybind;

    ["ACE3 Scope Adjustment", QGVAR(AdjustRightMajor), localize LSTRING(AdjustRightMajor), {
        // Conditions: canInteract
        if !([ACE_player, objNull, ["isNotInside", "isNotSwimming"]] call EFUNC(common,canInteractWith)) exitWith {false};
        // Conditions: specific
        if (!([ACE_player] call CBA_fnc_canUseWeapon)) exitWith {false};

        [ACE_player] call FUNC(inventoryCheck);

        // Statement
        [ACE_player, WINDAGE_RIGHT, MAJOR_INCREMENT] call FUNC(adjustScope);
    }, {false}, [201, [true, true, false]], true] call CBA_fnc_addKeybind;


    // Register fire event handler
    ["ace_firedPlayer", DFUNC(firedEH)] call CBA_fnc_addEventHandler;
    ["ace_firedPlayerNonLocal", DFUNC(firedEH)] call CBA_fnc_addEventHandler;

}] call CBA_fnc_addEventHandler;