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Experience.pas
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(*
Copyright (C) 2024 Jeffrey Getzin.
Licensed under the GNU General Public License v3.0 with additional terms.
See the LICENSE file in the repository root for details.
*)
[Inherit ('Types')]Module Experience;
Type
AttackSet = Set of Attack_Type;
(******************************************************************************)
Function Special_Attacks (Monster: Monster_Record): Boolean;
Begin
Special_Attacks:=(Monster.No_of_Attacks > 1) or (Monster.Armor_Class < 2) or (Monster.Highest.Cleric_Spell > 0);
End;
(******************************************************************************)
Function Maximum_Damage (Monster: Monster_Record): Integer;
Var
AttackNum: Integer;
Attack: Die_Type;
Temp: Integer;
Begin
Temp := 0;
For AttackNum := 1 to Monster.No_of_Attacks do
Begin
Attack := Monster.Damage[AttackNum];
Temp := Temp + Max((Attack.X * Attack.Y) + Attack.Z, 0);
End;
Maximum_Damage := Temp;
End;
(******************************************************************************)
Function Exceptional_Attacks (Monster: Monster_Record): Boolean;
Begin
Exceptional_Attacks:= (Monster.Levels_Drained>0) or ([Paralyzes,Autokills,Stones,Poisons,NoTurn,Cause_Fear] * Monster.Properties<>[ ]) or
(Monster.Magic_Resistance>0) or (Monster.Highest.Wizard_Spell>0) or
(Monster.Years_Ages>0) or (Monster.No_of_Attacks>3) or
(Monster.Armor_Class<-1) or (Monster.Resists<>[ ]) or
(Monster.Breath_Weapon<>NoAttack) or (Monster.Highest.Cleric_Spell>3) or
(Monster.Regenerates>0) or (Monster.Gaze_Weapon<>NoAttack);
End;
(******************************************************************************)
Function Resists_XP_Bonus (hd: integer; resists: AttackSet): Integer;
Begin
Case HD of
0: Resists_XP_Bonus := 2 * Card(Resists);
1: Resists_XP_Bonus := 4 * Card(Resists);
2: Resists_XP_Bonus := 8 * Card(Resists);
3: Resists_XP_Bonus := 25 * Card(Resists);
4: Resists_XP_Bonus := 40 * Card(Resists);
5: Resists_XP_Bonus := 75 * Card(Resists);
6: Resists_XP_Bonus := 125 * Card(Resists);
7: Resists_XP_Bonus := 175 * Card(Resists);
8: Resists_XP_Bonus := 450 * Card(Resists);
9: Resists_XP_Bonus := 700 * Card(Resists);
10 .. 11: Resists_XP_Bonus := 950 * Card(Resists);
12 .. 13: Resists_XP_Bonus := 1250 * Card(Resists);
14 .. 15: Resists_XP_Bonus := 1550 * Card(Resists);
16 .. 17: Resists_XP_Bonus := 2100 * Card(Resists);
18 .. 19: Resists_XP_Bonus := 2600 * Card(Resists);
Otherwise Resists_XP_Bonus := 3100 * Card(Resists);
End;
End;
(******************************************************************************)
Function Hit_Points_XP_Bonus (hd: integer; hp: integer): Integer;
Begin
Case HD of
0: Hit_Points_XP_Bonus := 2 * HP;
1: Hit_Points_XP_Bonus := 4 * HP;
2: Hit_Points_XP_Bonus := 6 * HP;
3: Hit_Points_XP_Bonus := 8 * HP;
4: Hit_Points_XP_Bonus := 10 * HP;
5: Hit_Points_XP_Bonus := 12 * HP;
6: Hit_Points_XP_Bonus := 16 * HP;
7: Hit_Points_XP_Bonus := 20 * HP;
8: Hit_Points_XP_Bonus := 28 * HP;
9: Hit_Points_XP_Bonus := 32 * HP;
10 .. 11: Hit_Points_XP_Bonus := 36 * HP;
12 .. 13: Hit_Points_XP_Bonus := 40 * HP;
14 .. 15: Hit_Points_XP_Bonus := 50 * HP;
16 .. 17: Hit_Points_XP_Bonus := 60 * HP;
18 .. 19: Hit_Points_XP_Bonus := 70 * HP;
Otherwise Hit_Points_XP_Bonus := 80 * HP;
End;
End;
(******************************************************************************)
Function Hit_Die_XP_Bonus (hd: integer): Integer;
Begin
Case HD of
0: Hit_Die_XP_Bonus := 5;
1: Hit_Die_XP_Bonus := 10;
2: Hit_Die_XP_Bonus := 35;
3: Hit_Die_XP_Bonus := 60;
4: Hit_Die_XP_Bonus := 90;
5: Hit_Die_XP_Bonus := 150;
6: Hit_Die_XP_Bonus := 225;
7: Hit_Die_XP_Bonus := 375;
8: Hit_Die_XP_Bonus := 600;
9: Hit_Die_XP_Bonus := 900;
10 .. 11: Hit_Die_XP_Bonus := 1300;
12 .. 13: Hit_Die_XP_Bonus := 1800;
14 .. 15: Hit_Die_XP_Bonus := 2400;
16 .. 17: Hit_Die_XP_Bonus := 3000;
18 .. 19: Hit_Die_XP_Bonus := 4000;
Otherwise Hit_Die_XP_Bonus := 5000;
End;
End;
(******************************************************************************)
Function Special_Attacks_XP_Bonus (hd: integer): Integer;
Begin
Case HD of
0: Special_Attacks_XP_Bonus := 20;
1: Special_Attacks_XP_Bonus := 40;
2: Special_Attacks_XP_Bonus := 80;
3: Special_Attacks_XP_Bonus := 250;
4: Special_Attacks_XP_Bonus := 400;
5: Special_Attacks_XP_Bonus := 750;
6: Special_Attacks_XP_Bonus := 1250;
7: Special_Attacks_XP_Bonus := 1750;
8: Special_Attacks_XP_Bonus := 4500;
9: Special_Attacks_XP_Bonus := 7000;
10 .. 11: Special_Attacks_XP_Bonus := 9500;
12 .. 13: Special_Attacks_XP_Bonus := 12500;
14 .. 15: Special_Attacks_XP_Bonus := 15500;
16 .. 17: Special_Attacks_XP_Bonus := 17000;
18 .. 19: Special_Attacks_XP_Bonus := 19000;
Otherwise Special_Attacks_XP_Bonus := 21000;
End;
End;
(******************************************************************************)
Function Exceptional_Attacks_XP_Bonus (hd: integer): Integer;
Begin
Case HD of
0: Exceptional_Attacks_XP_Bonus := 50;
1: Exceptional_Attacks_XP_Bonus := 70;
2: Exceptional_Attacks_XP_Bonus := 90;
3: Exceptional_Attacks_XP_Bonus := 90;
4: Exceptional_Attacks_XP_Bonus := 150;
5: Exceptional_Attacks_XP_Bonus := 250;
6: Exceptional_Attacks_XP_Bonus := 350;
7: Exceptional_Attacks_XP_Bonus := 550;
8: Exceptional_Attacks_XP_Bonus := 1200;
9: Exceptional_Attacks_XP_Bonus := 1500;
10 .. 11: Exceptional_Attacks_XP_Bonus := 1700;
12 .. 13: Exceptional_Attacks_XP_Bonus := 2000;
14 .. 15: Exceptional_Attacks_XP_Bonus := 2300;
16 .. 17: Exceptional_Attacks_XP_Bonus := 2800;
18 .. 19: Exceptional_Attacks_XP_Bonus := 3300;
Otherwise Exceptional_Attacks_XP_Bonus := 3800;
End;
End;
(******************************************************************************)
Function Breath_and_Gaze_XP_Bonus (hd: integer; HP: integer): Integer;
Begin
Case HD of
0: Breath_and_Gaze_XP_Bonus := HP * 10;
1: Breath_and_Gaze_XP_Bonus := HP * 10;
2: Breath_and_Gaze_XP_Bonus := HP * 10;
3: Breath_and_Gaze_XP_Bonus := HP * 10;
4: Breath_and_Gaze_XP_Bonus := HP * 10;
5: Breath_and_Gaze_XP_Bonus := HP * 10;
6: Breath_and_Gaze_XP_Bonus := HP * 10;
7: Breath_and_Gaze_XP_Bonus := HP * 10;
8: Breath_and_Gaze_XP_Bonus := HP * 10;
9: Breath_and_Gaze_XP_Bonus := HP * 10;
10 .. 11: Breath_and_Gaze_XP_Bonus := HP * 10;
12 .. 13: Breath_and_Gaze_XP_Bonus := HP * 10;
14 .. 15: Breath_and_Gaze_XP_Bonus := HP * 10;
16 .. 17: Breath_and_Gaze_XP_Bonus := HP * 10;
18 .. 19: Breath_and_Gaze_XP_Bonus := HP * 10;
Otherwise Breath_and_Gaze_XP_Bonus := HP * 10;
End;
End;
(******************************************************************************)
Function Maximum_Damage_Bonus (hd: integer; maximumDamage: integer): Integer;
Begin
Case HD of
0: Maximum_Damage_Bonus := maximumDamage * 1;
1: Maximum_Damage_Bonus := maximumDamage * 2;
Otherwise Maximum_Damage_Bonus := Maximum_Damage_Bonus(HD - 2, maximumDamage)
+ Maximum_Damage_Bonus(HD - 1, maximumDamage);
End;
End;
(******************************************************************************)
[Global]Function Experience (Number: Integer; Group: Monster_Group): Real;
Const
Damaging_Attacks = [Fire, Frost, Electricity, LvlDrain, Magic];
Var
Temp: Real;
Monster: Monster_Record;
HP: Integer;
HD: Integer;
Begin { Experience }
Monster:=Group.Monster;
HD:=Monster.Hit_Points.X;
HP:=Group.MAX_HP[Number];
Temp := Hit_Die_XP_Bonus (HD);
Temp := Temp + Max(Maximum_Damage_Bonus(HD, Maximum_Damage(Monster)), 0);
Temp := Temp + Max(Hit_Points_XP_Bonus(HD, HP), 0);
Temp := Temp + Max(Resists_XP_Bonus(HD, Monster.Resists), 0);
If (Special_Attacks (Monster)) then
Temp := Temp + Max(Special_Attacks_XP_Bonus(HD), 0);
If (Exceptional_Attacks (Monster)) then
Temp := Temp + Max(Exceptional_Attacks_XP_Bonus(HD), 0);
If Monster.Breath_Weapon in Damaging_Attacks then
Temp:=Temp + Max(Breath_and_Gaze_XP_Bonus(HD, HP), 0);
If Monster.Gaze_Weapon in Damaging_Attacks then
Temp:=Temp + Max(Breath_and_Gaze_XP_Bonus(HD, HP), 0);
Temp:=Temp + (200 * Monster.highest.Cleric_Spell);
Temp:=Temp + (300 * Monster.highest.Wizard_Spell);
Temp:=Temp + Max((-15) * (Monster.Armor_Class - 10), 0);
Experience:=Temp;
End; { Experience }
End. { Experience }