/* * 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 * * Example: * [bob, "leg", 1, kevin, "shot"] call ACE_medical_fnc_handleDamage_woundsOld * * Public: No */ #include "script_component.hpp" private ["_bodyPartn", "_injuryTypeInfo", "_allInjuriesForDamageType", "_allPossibleInjuries", "_highestPossibleDamage", "_highestPossibleSpot", "_minDamage", "_openWounds", "_woundID", "_toAddInjury", "_painToAdd", "_bloodLoss", "_bodyPartNToAdd", "_classType", "_damageLevels", "_foundIndex", "_i", "_injury", "_maxDamage", "_pain", "_painLevel", "_selections", "_toAddClassID", "_woundsCreated"]; params ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage"]; TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD Called",_unit, _selectionName, _damage, _shooter, _typeOfProjectile,_typeOfDamage); // 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 ((_x select 1)-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 {selectRandom _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, true]; // Only update if new wounds have been created if (count _woundsCreated > 0) then { _unit setVariable [QGVAR(lastUniqueWoundID), _woundID, true]; }; _painLevel = _unit getVariable [QGVAR(pain), 0]; _unit setVariable [QGVAR(pain), _painLevel + _painToAdd]; TRACE_6("ACE_DEBUG: HandleDamage_WoundsOLD",_unit, _painLevel, _painToAdd, _unit getVariable QGVAR(pain), _unit getVariable QGVAR(openWounds),_woundsCreated);