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Implement movement speed formula for creatures. Still moving a bit too slow.
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2 changed files with 68 additions and 2 deletions
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@ -61,6 +61,14 @@ namespace MWClass
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fMinWalkSpeedCreature = gmst.find("fMinWalkSpeedCreature");
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fMaxWalkSpeedCreature = gmst.find("fMaxWalkSpeedCreature");
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fEncumberedMoveEffect = gmst.find("fEncumberedMoveEffect");
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fSneakSpeedMultiplier = gmst.find("fSneakSpeedMultiplier");
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fAthleticsRunBonus = gmst.find("fAthleticsRunBonus");
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fBaseRunMultiplier = gmst.find("fBaseRunMultiplier");
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fMinFlySpeed = gmst.find("fMinFlySpeed");
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fMaxFlySpeed = gmst.find("fMaxFlySpeed");
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fSwimRunBase = gmst.find("fSwimRunBase");
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fSwimRunAthleticsMult = gmst.find("fSwimRunAthleticsMult");
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inited = true;
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}
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@ -286,10 +294,51 @@ namespace MWClass
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float Creature::getSpeed(const MWWorld::Ptr &ptr) const
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{
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MWMechanics::CreatureStats& stats = getCreatureStats(ptr);
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float walkSpeed = fMinWalkSpeedCreature->getFloat() + 0.01 * stats.getAttribute(ESM::Attribute::Speed).getModified()
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* (fMaxWalkSpeedCreature->getFloat() - fMinWalkSpeedCreature->getFloat());
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/// \todo what about the rest?
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return walkSpeed;
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const MWBase::World *world = MWBase::Environment::get().getWorld();
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const MWMechanics::MagicEffects &mageffects = stats.getMagicEffects();
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const float normalizedEncumbrance = 0; //getEncumbrance(ptr) / getCapacity(ptr);
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bool running = ptr.getClass().getCreatureStats(ptr).getStance(MWMechanics::CreatureStats::Stance_Run);
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float runSpeed = walkSpeed*(0.01f * getSkill(ptr, ESM::Skill::Athletics) *
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fAthleticsRunBonus->getFloat() + fBaseRunMultiplier->getFloat());
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float moveSpeed;
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if(normalizedEncumbrance >= 1.0f)
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moveSpeed = 0.0f;
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else if(mageffects.get(ESM::MagicEffect::Levitate).mMagnitude > 0 &&
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world->isLevitationEnabled())
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{
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float flySpeed = 0.01f*(stats.getAttribute(ESM::Attribute::Speed).getModified() +
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mageffects.get(ESM::MagicEffect::Levitate).mMagnitude);
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flySpeed = fMinFlySpeed->getFloat() + flySpeed*(fMaxFlySpeed->getFloat() - fMinFlySpeed->getFloat());
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flySpeed *= 1.0f - fEncumberedMoveEffect->getFloat() * normalizedEncumbrance;
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flySpeed = std::max(0.0f, flySpeed);
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moveSpeed = flySpeed;
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}
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else if(world->isSwimming(ptr))
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{
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float swimSpeed = walkSpeed;
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if(running)
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swimSpeed = runSpeed;
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swimSpeed *= 1.0f + 0.01f * mageffects.get(ESM::MagicEffect::SwiftSwim).mMagnitude;
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swimSpeed *= fSwimRunBase->getFloat() + 0.01f*getSkill(ptr, ESM::Skill::Athletics) *
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fSwimRunAthleticsMult->getFloat();
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moveSpeed = swimSpeed;
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}
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else if(running)
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moveSpeed = runSpeed;
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else
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moveSpeed = walkSpeed;
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if(getMovementSettings(ptr).mPosition[0] != 0 && getMovementSettings(ptr).mPosition[1] == 0)
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moveSpeed *= 0.75f;
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return moveSpeed;
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}
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MWMechanics::Movement& Creature::getMovementSettings (const MWWorld::Ptr& ptr) const
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@ -483,4 +532,13 @@ namespace MWClass
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const ESM::GameSetting* Creature::fMinWalkSpeedCreature;
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const ESM::GameSetting* Creature::fMaxWalkSpeedCreature;
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const ESM::GameSetting *Creature::fEncumberedMoveEffect;
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const ESM::GameSetting *Creature::fSneakSpeedMultiplier;
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const ESM::GameSetting *Creature::fAthleticsRunBonus;
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const ESM::GameSetting *Creature::fBaseRunMultiplier;
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const ESM::GameSetting *Creature::fMinFlySpeed;
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const ESM::GameSetting *Creature::fMaxFlySpeed;
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const ESM::GameSetting *Creature::fSwimRunBase;
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const ESM::GameSetting *Creature::fSwimRunAthleticsMult;
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}
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@ -16,6 +16,14 @@ namespace MWClass
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static const ESM::GameSetting *fMinWalkSpeedCreature;
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static const ESM::GameSetting *fMaxWalkSpeedCreature;
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static const ESM::GameSetting *fEncumberedMoveEffect;
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static const ESM::GameSetting *fSneakSpeedMultiplier;
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static const ESM::GameSetting *fAthleticsRunBonus;
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static const ESM::GameSetting *fBaseRunMultiplier;
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static const ESM::GameSetting *fMinFlySpeed;
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static const ESM::GameSetting *fMaxFlySpeed;
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static const ESM::GameSetting *fSwimRunBase;
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static const ESM::GameSetting *fSwimRunAthleticsMult;
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public:
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