ACE3/addons/medical/script_macros_medical.hpp

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#define ALL_BODY_PARTS ["head", "body", "leftarm", "rightarm", "leftleg", "rightleg"]
#define MEDICAL_ACTION_DISTANCE 1.75
// scale received pain to 0-2 level to select type of scream
// below 0.25: 0, from 0.25 to 0.5: 1, more than 0.5: 2
#define PAIN_TO_SCREAM(pain) (floor (4 * pain) min 2)
// scale received pain to 0-2 level to select type of scream
// below 0.33: 0, from 0.34 to 0.66: 1, more than 0.67: 2
#define PAIN_TO_MOAN(pain) (floor (3 * pain) min 2)
#define GET_NUMBER(config,default) (if (isNumber (config)) then {getNumber (config)} else {default})
#define GET_STRING(config,default) (if (isText (config)) then {getText (config)} else {default})
#define GET_ARRAY(config,default) (if (isArray (config)) then {getArray (config)} else {default})
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#define DEFAULT_HEART_RATE 80
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// --- blood
// 0.077 l/kg * 80kg = 6.16l
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#define DEFAULT_BLOOD_VOLUME 6.0 // in liters
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#define BLOOD_VOLUME_CLASS_1_HEMORRHAGE 6.000 // lost less than 15% blood, Class I Hemorrhage
#define BLOOD_VOLUME_CLASS_2_HEMORRHAGE 5.100 // lost more than 15% blood, Class II Hemorrhage
#define BLOOD_VOLUME_CLASS_3_HEMORRHAGE 4.200 // lost more than 30% blood, Class III Hemorrhage
#define BLOOD_VOLUME_CLASS_4_HEMORRHAGE 3.600 // lost more than 40% blood, Class IV Hemorrhage
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// IV Change per second calculation:
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// 250 ml should take 60 seconds to fill. 250 ml / 60 s ~ 4.1667 ml/s.
#define IV_CHANGE_PER_SECOND 4.1667 // in milliliters per second
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// Minimum amount of damage required for penetrating wounds (also minDamage for velocity wounds)
#define PENETRATION_THRESHOLD 0.35
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// To be replaced by a proper blood pressure calculation
#define BLOOD_LOSS_KNOCK_OUT_THRESHOLD 0.5 // 50% of cardiac output
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// --- pain
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#define PAIN_UNCONSCIOUS 0.5
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// Pain fade out time (time it takes until pain is guaranteed to be completly gone)
#define PAIN_FADE_TIME 900
// Only relevant when advanced medication is disabled
// Morphine pain suppression fade out time (time it takes until pain suppression is guaranteed to be completly gone)
#define PAIN_SUPPRESSION_FADE_TIME 1800
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// Chance to wake up when vitals are stable (checked once every SPONTANEOUS_WAKE_UP_INTERVAL seconds)
#define SPONTANEOUS_WAKE_UP_INTERVAL 15
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#define LETHAL_HEAD_DAMAGE_THRESHOLD 1.0
// Minimum leg damage required for limping
#define LIMPING_DAMAGE_THRESHOLD 0.30
// Minimum body part damage required for blood effect on uniform
#define VISUAL_BODY_DAMAGE_THRESHOLD 0.35
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// - Status macro functions ---------------------------------------------------
// These macros provide the same functionality as the functions in the status
// component, but are slightly faster (because most are just object variables)
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#define GET_PAIN_TOTAL(unit) (unit getVariable [QEGVAR(medical_status,pain), 0])
#define GET_PAIN_PERCEIVED(unit) ([unit] call EFUNC(medical_status,getPainPerceived)) // Just for consistency
#define GET_HEART_RATE(unit) (unit getVariable [QEGVAR(medical_status,heartRate), DEFAULT_HEART_RATE])
#define GET_BLOOD_VOLUME(unit) (unit getVariable [QEGVAR(medical_status,bloodVolume), DEFAULT_BLOOD_VOLUME])
#define GET_BLOOD_LOSS(unit) ([unit] call EFUNC(medical_status,getBloodLoss)) // Just for consistency
#define IS_UNCONSCIOUS(unit) (unit getVariable [QEGVAR(medical_status,isUnconscious), false])
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#define IS_IN_PAIN(unit) (GET_PAIN_PERCEIVED(unit) > 0)