ACE3/addons/medical/functions/fnc_handleDamage_wounds.sqf
Glowbal 5b507ed9f5 Combined medium and advanced into one, with options to turn on other features.
Changed wounds for a more diverse variation.
Added handleDamage caching for advanced.
2015-02-13 22:55:13 +01:00

144 lines
5.2 KiB
Plaintext

/*
* Author: Glowbal
* Handling of the open wounds & injuries upon the handleDamage eventhandler.
*
* Arguments:
* 0: Unit That Was Hit <OBJECT>
* 1: Name Of Hit Selection <STRING>
* 2: Amount Of Damage <NUMBER>
* 3: Shooter or source of the damage <OBJECT>
* 4: Type of the damage done <STRING>
*
* Return Value:
* None <NIL>
*
* Public: No
*/
#include "script_component.hpp"
#define RANDOM_BODY_PART round(random(6))
#define RANDOM_OPEN_WOUND (1 + round(random(2)))
#define ADD_INJURY(BODYPART,TYPE,AMOUNT) _woundID = 1; \
_amountOf = count _openWounds; \
if (_amountOf > 0) then { _woundID = (_openWounds select (_amountOf - 1) select 0) + 1; }; \
for "_i" from 1 to AMOUNT /* step +1 */ do { \
_openWounds pushback [_woundID, _woundType, BODYPART, 1 /* percentage treated */, FIND_BLEEDING_RATE(TYPE)]; \
_woundID = _woundID + 1; \
};
private ["_unit", "_selectionName", "_damage", "_typeOfProjectile", "_typeOfDamage", "_bodyPartn", "_woundType"];
_unit = _this select 0;
_selectionName = _this select 1;
_damage = _this select 2;
_typeOfProjectile = _this select 3;
_typeOfDamage = _this select 4;
_bodyPartn = [_selectionName] call FUNC(selectionNameToNumber);
_woundType = 1;
if (_damage > 0.05) then {
private ["_wounds", "_woundID", "_amountOf"];
_openWounds = _unit getvariable[QGVAR(openWounds), []];
// TODO specify openWounds based off typeOfInjury details better.
switch (toLower _typeOfInjury) do {
case "bullet": {
if (_damage < 0.1) exitwith {
if (random(1) => 0.5) then {
if (random(1) => 0.5) then {
ADD_INJURY(_bodyPartn, SCRATCH, 1);
} else {
ADD_INJURY(_bodyPartn, BRUISES, 1); // didn't do much damage, so the skin got only bruised.
};
} else {
ADD_INJURY(_bodyPartn, GRAZE_WOUND, 1);
};
};
// TODO base upon caliber of the round and damage done, using _typeOfProjectile and CfgAmmo class.
switch (true) do {
case (_damage >= 1.2): {ADD_INJURY(_bodyPartn, LARGE_OPEN_WOUND, 1);};
case (_damage >= 0.7): {ADD_INJURY(_bodyPartn, MEDIUM_OPEN_WOUND, 1);};
default {ADD_INJURY(_bodyPartn, MINOR_OPEN_WOUND, 1);};
};
};
case "grenade": {
if (_damage < 0.1) exitwith {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, BRUISES, 1);
} else {
ADD_INJURY(RANDOM_BODY_PART, GRAZE_WOUND, 1);
};
};
for "_i" from 0 to round(random(3)) /* step +1 */ do {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, RANDOM_OPEN_WOUND, 1);
} else {
ADD_INJURY(RANDOM_BODY_PART, SCHRAPNEL_WOUND, 1);
};
};
};
case "explosive": {
if (_damage < 0.1) exitwith {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, BRUISES, 1);
} else {
ADD_INJURY(RANDOM_BODY_PART, GRAZE_WOUND, 1);
};
};
ADD_INJURY(RANDOM_BODY_PART, RANDOM_OPEN_WOUND, 1);
for "_i" from 0 to round(random(4)) /* step +1 */ do {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, SCHRAPNEL_WOUND, 1);
};
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, RANDOM_OPEN_WOUND, 1);
}:
};
};
case "shell": {
if (_damage < 0.1) exitwith {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, BRUISES, 1);
} else {
ADD_INJURY(RANDOM_BODY_PART, GRAZE_WOUND, 1);
};
};
ADD_INJURY(RANDOM_BODY_PART, RANDOM_OPEN_WOUND, 1);
for "_i" from 0 to round(random(5)) /* step +1 */ do {
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, SCHRAPNEL_WOUND, 1);
};
if (random(1) => 0.5) then {
ADD_INJURY(RANDOM_BODY_PART, RANDOM_OPEN_WOUND, 1);
}:
};
};
case "backblast": {
if (random(1)>=0.5) then {
ADD_INJURY(RANDOM_BODY_PART, BRUISES, 1);
};
};
case "unknown": {
ADD_INJURY(_bodyPartn, RANDOM_OPEN_WOUND, 1);
};
case "vehiclecrash": {
if (random(1)>=0.5) then {
ADD_INJURY(_bodyPartn, RANDOM_OPEN_WOUND, 1);
};
for "_i" from 0 to round(random(5)) /* step +1 */ do {
if (random(_damage) => 0.25) then {
ADD_INJURY(RANDOM_BODY_PART, BRUISES, 1);
};
};
};
default {
ADD_INJURY(_bodyPartn, RANDOM_OPEN_WOUND, 1);
// TODO allow third party to handle this instead ?
};
};
_unit setvariable [GVAR(openWounds), _openWounds, true];
};