diff --git a/addons/medical/XEH_preInit.sqf b/addons/medical/XEH_preInit.sqf index a7fdf65c1f..a932ee5c9d 100644 --- a/addons/medical/XEH_preInit.sqf +++ b/addons/medical/XEH_preInit.sqf @@ -40,6 +40,7 @@ PREP(handleDamage_caching); PREP(handleDamage_fractures); PREP(handleDamage_internalInjuries); PREP(handleDamage_wounds); +PREP(handleDamage_woundsOld); PREP(handleUnitVitals); PREP(handleKilled); PREP(handleLocal); @@ -112,6 +113,8 @@ PREP(handleCreateLitter); GVAR(injuredUnitCollection) = []; GVAR(IVBags) = []; +DFUNC(handleDamage_assignWounds) = if ("ace_medical" callExtension "version" == "") then { DFUNC(handleDamage_woundsOld) } else { DFUNC(handleDamage_wounds)}; + call FUNC(parseConfigForInjuries); GVAR(HITPOINTS) = ["HitHead", "HitBody", "HitLeftArm", "HitRightArm", "HitLeftLeg", "HitRightLeg"]; diff --git a/addons/medical/functions/fnc_handleDamage_advanced.sqf b/addons/medical/functions/fnc_handleDamage_advanced.sqf index 35e8b900fb..9da0d065ed 100644 --- a/addons/medical/functions/fnc_handleDamage_advanced.sqf +++ b/addons/medical/functions/fnc_handleDamage_advanced.sqf @@ -42,7 +42,7 @@ _unit setvariable [QGVAR(bodyPartStatus), _damageBodyParts, true]; [_unit] call FUNC(handleDamage_advancedSetDamage); _typeOfDamage = [_typeOfProjectile] call FUNC(getTypeOfDamage); -[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_wounds); +[_unit, _selectionName, _newDamage, _typeOfProjectile, _typeOfDamage] call FUNC(handleDamage_assignWounds); // TODO Disabled until implemented fully //if (GVAR(enableAirway)) then { diff --git a/addons/medical/functions/fnc_handleDamage_woundsOld.sqf b/addons/medical/functions/fnc_handleDamage_woundsOld.sqf new file mode 100644 index 0000000000..1034ba9cae --- /dev/null +++ b/addons/medical/functions/fnc_handleDamage_woundsOld.sqf @@ -0,0 +1,143 @@ +/* + * Author: Glowbal + * Handling of the open wounds & injuries upon the handleDamage eventhandler. + * + * Arguments: + * 0: Unit That Was Hit + * 1: Name Of Hit Selection + * 2: Amount Of Damage + * 3: Shooter or source of the damage + * 4: Type of the damage done + * + * Return Value: + * None + * + * Public: No + */ + +#include "script_component.hpp" + +private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; +_unit = _this select 0; +_selectionName = _this select 1; +_damage = _this select 2; +_typeOfProjectile = _this select 3; +_typeOfDamage = _this select 4; + +// Convert the selectionName to a number and ensure it is a valid selection. +_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber); +if (_bodyPartn < 0) exitwith {}; + +// Get the injury type information. Format: [typeDamage thresholds, selectionSpecific, woundTypes] +_injuryTypeInfo = missionNamespace getvariable [format[QGVAR(woundInjuryType_%1), _typeOfDamage],[[], false, []]]; + +// This are the available injuries for this damage type. Format [[classtype, selections, bloodloss, minimalDamage, pain], ..] +_allInjuriesForDamageType = _injuryTypeInfo select 2; +// It appears we are dealing with an unknown type of damage. + +if (count _allInjuriesForDamageType == 0) then { + // grabbing the configuration for unknown damage type + _injuryTypeInfo = missionNamespace getvariable [QGVAR(woundInjuryType_unknown),[[], false, []]]; + _allInjuriesForDamageType = _injuryTypeInfo select 2; +}; + +// find the available injuries for this damage type and damage amount +_highestPossibleSpot = -1; +_highestPossibleDamage = -1; +_allPossibleInjuries = []; +{ + _damageLevels = _x select 4; + _minDamage = _damageLevels select 0; + _maxDamage = _damageLevels select 1; + + // Check if the damage is higher as the min damage for the specific injury + if (_damage >= _minDamage && {_damage <= _maxDamage || _maxDamage < 0}) then { + //_classType = _x select 0; + _selections = _x select 1; + //_bloodLoss = _x select 2; + //_pain = _x select 3; + + // Check if the injury can be applied to the given selection name + if ("All" in _selections || _selectionName in _selections) then { + + // Find the wound which has the highest minimal damage, so we can use this later on for adding the correct injuries + if (_minDamage > _highestPossibleDamage) then { + _highestPossibleSpot = _foreachIndex; + _highestPossibleDamage = _minDamage; + }; + + // Store the valid possible injury for the damage type, damage amount and selection + _allPossibleInjuries pushback _x; + }; + }; +}foreach _allInjuriesForDamageType; + +// No possible wounds available for this damage type or damage amount. +if (_highestPossibleSpot < 0) exitwith {}; + +// Administration for open wounds and ids +_openWounds = _unit getvariable[QGVAR(openWounds), []]; +_woundID = _unit getvariable[QGVAR(lastUniqueWoundID), 1]; + +_painToAdd = 0; +_woundsCreated = []; +{ + if (_x select 0 <= _damage) exitwith { + for "_i" from 0 to (1+ floor(random(_x select 1)-1)) /* step +1 */ do { + + // Find the injury we are going to add. Format [ classID, allowdSelections, bloodloss, painOfInjury, minimalDamage] + _toAddInjury = if (random(1) >= 0.85) then {_allInjuriesForDamageType select _highestPossibleSpot} else {_allPossibleInjuries select (floor(random (count _allPossibleInjuries)));}; + _toAddClassID = _toAddInjury select 0; + _foundIndex = -1; + + _bodyPartNToAdd = if (_injuryTypeInfo select 1) then {_bodyPartn} else {floor(random(6))}; + // If the injury type is selection part specific, we will check if one of those injury types already exists and find the spot for it.. + if ((_injuryTypeInfo select 1)) then { + { + // Check if we have an id of the given class on the given bodypart already + if (_x select 1 == _toAddClassID && {_x select 2 == _bodyPartNToAdd}) exitwith { + _foundIndex = _foreachIndex; + }; + }foreach _openWounds; + }; + + _injury = []; + if (_foundIndex < 0) then { + // Create a new injury. Format [ID, classID, bodypart, percentage treated, bloodloss rate] + _injury = [_woundID, _toAddInjury select 0, _bodyPartNToAdd, 1, _toAddInjury select 2]; + + // Since it is a new injury, we will have to add it to the open wounds array to store it + _openWounds pushback _injury; + + // New injuries will also increase the wound ID + _woundID = _woundID + 1; + } else { + // We already have one of these, so we are just going to increase the number that we have of it with a new one. + _injury = _openWounds select _foundIndex; + _injury set [3, (_injury select 3) + 1]; + }; + // Store the injury so we can process it later correctly. + _woundsCreated pushback _injury; + + // Collect the pain that is caused by this injury + _painToAdd = _painToAdd + (_toAddInjury select 3); + }; + }; +}foreach (_injuryTypeInfo select 0); // foreach damage thresholds + +_unit setvariable [QGVAR(openWounds), _openWounds, !USE_WOUND_EVENT_SYNC]; + +// Only update if new wounds have been created +if (count _woundsCreated > 0) then { +// _unit setvariable [QGVAR(lastUniqueWoundID), _woundID, true]; +}; + +if (USE_WOUND_EVENT_SYNC) then { + // Broadcast the new injuries across the net in parts. One broadcast per injury. Prevents having to broadcast one massive array of injuries. + { + // ["medical_propagateWound", [_unit, _x]] call EFUNC(common,globalEvent); + }foreach _woundsCreated; +}; + +_painLevel = _unit getvariable [QGVAR(pain), 0]; +_unit setvariable [QGVAR(pain), _painLevel + _painToAdd];