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artifact.cpp
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artifact.cpp
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#include <sstream>
#include <vector>
#include "game.h"
#include "artifact.h"
#include "artifactdata.h"
std::vector<art_effect_passive> fill_good_passive();
std::vector<art_effect_passive> fill_bad_passive();
std::vector<art_effect_active> fill_good_active();
std::vector<art_effect_active> fill_bad_active();
std::string artifact_name(std::string type);
itype* game::new_artifact()
{
if (one_in(2)) { // Generate a "tool" artifact
it_artifact_tool *art = new it_artifact_tool();
int form = rng(ARTTOOLFORM_NULL + 1, NUM_ARTTOOLFORMS - 1);
artifact_tool_form_datum *info = &(artifact_tool_form_data[form]);
art->name = artifact_name(info->name);
art->color = info->color;
art->sym = info->sym;
art->m1 = info->m1;
art->m2 = info->m2;
art->volume = rng(info->volume_min, info->volume_max);
art->weight = rng(info->weight_min, info->weight_max);
// Set up the basic weapon type
artifact_weapon_datum *weapon = &(artifact_weapon_data[info->base_weapon]);
art->melee_dam = rng(weapon->bash_min, weapon->bash_max);
art->melee_cut = rng(weapon->cut_min, weapon->cut_max);
art->m_to_hit = rng(weapon->to_hit_min, weapon->to_hit_max);
art->item_flags = weapon->flags;
// Add an extra weapon perhaps?
if (one_in(2)) {
int select = rng(0, 2);
if (info->extra_weapons[select] != ARTWEAP_NULL) {
weapon = &(artifact_weapon_data[ info->extra_weapons[select] ]);
art->volume += weapon->volume;
art->weight += weapon->weight;
art->melee_dam += rng(weapon->bash_min, weapon->bash_max);
art->melee_cut += rng(weapon->bash_min, weapon->bash_max);
art->m_to_hit += rng(weapon->to_hit_min, weapon->to_hit_max);
art->item_flags |= weapon->flags;
std::stringstream newname;
newname << weapon->adjective << " " << info->name;
art->name = artifact_name(newname.str());
}
}
std::stringstream description;
description << "This is the " << art->name << ".\n\
It is the only one of its kind.\n\
It may have unknown powers; use 'a' to activate them.";
art->description = description.str();
// Finally, pick some powers
art_effect_passive passive_tmp = AEP_NULL;
art_effect_active active_tmp = AEA_NULL;
int num_good = 0, num_bad = 0, value = 0;
std::vector<art_effect_passive> good_effects = fill_good_passive();
std::vector<art_effect_passive> bad_effects = fill_bad_passive();
// Wielded effects first
while (!good_effects.empty() && !bad_effects.empty() &&
num_good < 3 && num_bad < 3 &&
(num_good < 1 || num_bad < 1 || one_in(num_good + 1) ||
one_in(num_bad + 1) || value > 1)) {
if (value < 1 && one_in(2)) { // Good
int index = rng(0, good_effects.size() - 1);
passive_tmp = good_effects[index];
good_effects.erase(good_effects.begin() + index);
num_good++;
} else if (!bad_effects.empty()) { // Bad effect
int index = rng(0, bad_effects.size() - 1);
passive_tmp = bad_effects[index];
bad_effects.erase(bad_effects.begin() + index);
num_bad++;
}
value += passive_effect_cost[passive_tmp];
art->effects_wielded.push_back(passive_tmp);
}
// Next, carried effects; more likely to be just bad
num_good = 0;
num_bad = 0;
value = 0;
good_effects = fill_good_passive();
bad_effects = fill_bad_passive();
while (one_in(2) && !good_effects.empty() && !bad_effects.empty() &&
num_good < 3 && num_bad < 3 &&
((num_good > 2 && one_in(num_good + 1)) || num_bad < 1 ||
one_in(num_bad + 1) || value > 1)) {
if (value < 1 && one_in(3)) { // Good
int index = rng(0, good_effects.size() - 1);
passive_tmp = good_effects[index];
good_effects.erase(good_effects.begin() + index);
num_good++;
} else { // Bad effect
int index = rng(0, bad_effects.size() - 1);
passive_tmp = bad_effects[index];
bad_effects.erase(bad_effects.begin() + index);
num_bad++;
}
value += passive_effect_cost[passive_tmp];
art->effects_carried.push_back(passive_tmp);
}
// Finally, activated effects; not necessarily good or bad
num_good = 0;
num_bad = 0;
value = 0;
art->def_charges = 0;
art->max_charges = 0;
std::vector<art_effect_active> good_a_effects = fill_good_active();
std::vector<art_effect_active> bad_a_effects = fill_bad_active();
while (!good_a_effects.empty() && !bad_a_effects.empty() &&
num_good < 3 && num_bad < 3 &&
(value > 3 || (num_bad > 0 && num_good == 0) ||
!one_in(3 - num_good) || !one_in(3 - num_bad))) {
if (!one_in(3) && value <= 1) { // Good effect
int index = rng(0, good_a_effects.size() - 1);
active_tmp = good_a_effects[index];
good_a_effects.erase(good_a_effects.begin() + index);
num_good++;
value += active_effect_cost[active_tmp];
} else { // Bad effect
int index = rng(0, bad_a_effects.size() - 1);
active_tmp = bad_a_effects[index];
bad_a_effects.erase(bad_a_effects.begin() + index);
num_bad++;
value += active_effect_cost[active_tmp];
}
art->effects_activated.push_back(active_tmp);
art->max_charges += rng(1, 3);
}
art->def_charges = art->max_charges;
// If we have charges, pick a recharge mechanism
if (art->max_charges > 0)
art->charge_type = art_charge( rng(ARTC_NULL + 1, NUM_ARTCS - 1) );
if (one_in(8) && num_bad + num_good >= 4)
art->charge_type = ARTC_NULL; // 1 in 8 chance that it can't recharge!
art->id = itypes.size();
itypes.push_back(art);
return art;
} else { // Generate an armor artifact
it_artifact_armor *art = new it_artifact_armor();
int form = rng(ARTARMFORM_NULL + 1, NUM_ARTARMFORMS - 1);
artifact_armor_form_datum *info = &(artifact_armor_form_data[form]);
art->name = artifact_name(info->name);
art->sym = '['; // Armor is always [
art->color = info->color;
art->m1 = info->m1;
art->m2 = info->m2;
art->volume = info->volume;
art->weight = info->weight;
art->melee_dam = info->melee_bash;
art->melee_cut = info->melee_cut;
art->m_to_hit = info->melee_hit;
art->item_flags = 0;
art->covers = info->covers;
art->encumber = info->encumb;
art->dmg_resist = info->dmg_resist;
art->cut_resist = info->cut_resist;
art->env_resist = info->env_resist;
art->warmth = info->warmth;
art->storage = info->storage;
std::stringstream description;
description << "This is the " << art->name << ".\n" <<
(info->plural ? "They are the only ones of their kind." :
"It is the only one of its kind.");
// Modify the armor further
if (!one_in(4)) {
int index = rng(0, 4);
if (info->available_mods[index] != ARMORMOD_NULL) {
artifact_armor_mod mod = info->available_mods[index];
artifact_armor_form_datum *modinfo = &(artifact_armor_mod_data[mod]);
if (modinfo->volume >= 0 || art->volume > abs(modinfo->volume))
art->volume += modinfo->volume;
else
art->volume = 1;
if (modinfo->weight >= 0 || art->weight > abs(modinfo->weight))
art->weight += modinfo->weight;
else
art->weight = 1;
art->encumber += modinfo->encumb;
if (modinfo->dmg_resist > 0 || art->dmg_resist > abs(modinfo->dmg_resist))
art->dmg_resist += modinfo->dmg_resist;
else
art->dmg_resist = 0;
if (modinfo->cut_resist > 0 || art->cut_resist > abs(modinfo->cut_resist))
art->cut_resist += modinfo->cut_resist;
else
art->cut_resist = 0;
if (modinfo->env_resist > 0 || art->env_resist > abs(modinfo->env_resist))
art->env_resist += modinfo->env_resist;
else
art->env_resist = 0;
art->warmth += modinfo->warmth;
if (modinfo->storage > 0 || art->storage > abs(modinfo->storage))
art->storage += modinfo->storage;
else
art->storage = 0;
description << "\n" << (info->plural ? "They are " : "It is ") <<
modinfo->name;
}
}
art->description = description.str();
// Finally, pick some effects
int num_good = 0, num_bad = 0, value = 0;
art_effect_passive passive_tmp = AEP_NULL;
std::vector<art_effect_passive> good_effects = fill_good_passive();
std::vector<art_effect_passive> bad_effects = fill_bad_passive();
while (!good_effects.empty() && !bad_effects.empty() &&
num_good < 3 && num_bad < 3 &&
(num_good < 1 || one_in(num_good * 2) || value > 1 ||
(num_bad < 3 && !one_in(3 - num_bad)))) {
if (value < 1 && one_in(2)) { // Good effect
int index = rng(0, good_effects.size() - 1);
passive_tmp = good_effects[index];
good_effects.erase(good_effects.begin() + index);
num_good++;
} else { // Bad effect
int index = rng(0, bad_effects.size() - 1);
passive_tmp = bad_effects[index];
bad_effects.erase(bad_effects.begin() + index);
num_bad++;
}
value += passive_effect_cost[passive_tmp];
art->effects_worn.push_back(passive_tmp);
}
art->id = itypes.size();
itypes.push_back(art);
return art;
}
}
itype* game::new_natural_artifact(artifact_natural_property prop)
{
// Natural artifacts are always tools.
it_artifact_tool *art = new it_artifact_tool();
// Pick a form
artifact_natural_shape shape =
artifact_natural_shape(rng(ARTSHAPE_NULL + 1, ARTSHAPE_MAX - 1));
artifact_shape_datum *shape_data = &(artifact_shape_data[shape]);
// Pick a property
artifact_natural_property property = (prop > ARTPROP_NULL ? prop :
artifact_natural_property(rng(ARTPROP_NULL + 1, ARTPROP_MAX - 1)));
artifact_property_datum *property_data = &(artifact_property_data[property]);
art->sym = ':';
art->color = c_yellow;
art->m1 = STONE;
art->m2 = MNULL;
art->volume = rng(shape_data->volume_min, shape_data->volume_max);
art->weight = rng(shape_data->weight_min, shape_data->weight_max);
art->melee_dam = 0;
art->melee_cut = 0;
art->m_to_hit = 0;
art->item_flags = 0;
art->name = property_data->name + " " + shape_data->name;
std::stringstream desc;
desc << "This " << shape_data->desc << " " << property_data->desc << ".";
art->description = desc.str();
// Add line breaks to the description as necessary
size_t pos = 76;
while (art->description.length() - pos >= 76) {
pos = art->description.find_last_of(' ', pos);
if (pos == std::string::npos)
pos = art->description.length();
else {
art->description[pos] = '\n';
pos += 76;
}
}
// Three possibilities: good passive + bad passive, good active + bad active,
// and bad passive + good active
bool good_passive = false, bad_passive = false,
good_active = false, bad_active = false;
switch (rng(1, 3)) {
case 1:
good_passive = true;
bad_passive = true;
break;
case 2:
good_active = true;
bad_active = true;
break;
case 3:
bad_passive = true;
good_active = true;
break;
}
int value_to_reach = 0; // This is slowly incremented, allowing for better arts
int value = 0;
art_effect_passive aep_good = AEP_NULL, aep_bad = AEP_NULL;
art_effect_active aea_good = AEA_NULL, aea_bad = AEA_NULL;
do {
if (good_passive) {
aep_good = property_data->passive_good[ rng(0, 3) ];
if (aep_good == AEP_NULL || one_in(4))
aep_good = art_effect_passive(rng(AEP_NULL + 1, AEP_SPLIT - 1));
}
if (bad_passive) {
aep_bad = property_data->passive_bad[ rng(0, 3) ];
if (aep_bad == AEP_NULL || one_in(4))
aep_bad = art_effect_passive(rng(AEP_SPLIT + 1, NUM_AEAS - 1));
}
if (good_active) {
aea_good = property_data->active_good[ rng(0, 3) ];
if (aea_good == AEA_NULL || one_in(4))
aea_good = art_effect_active(rng(AEA_NULL + 1, AEA_SPLIT - 1));
}
if (bad_active) {
aea_bad = property_data->active_bad[ rng(0, 3) ];
if (aea_bad == AEA_NULL || one_in(4))
aea_bad = art_effect_active(rng(AEA_SPLIT + 1, NUM_AEAS - 1));
}
value = passive_effect_cost[aep_good] + passive_effect_cost[aep_bad] +
active_effect_cost[aea_good] + active_effect_cost[aea_bad];
value_to_reach++; // Yes, it is intentional that this is 1 the first check
} while (value > value_to_reach);
if (aep_good != AEP_NULL)
art->effects_carried.push_back(aep_good);
if (aep_bad != AEP_NULL)
art->effects_carried.push_back(aep_bad);
if (aea_good != AEA_NULL)
art->effects_activated.push_back(aea_good);
if (aea_bad != AEA_NULL)
art->effects_activated.push_back(aea_bad);
// Natural artifacts ALWAYS can recharge
// (When "implanting" them in a mundane item, this ability may be lost
if (!art->effects_activated.empty()) {
art->max_charges = rng(1, 4);
art->def_charges = art->max_charges;
art->charge_type = art_charge( rng(ARTC_NULL + 1, NUM_ARTCS - 1) );
}
art->id = itypes.size();
itypes.push_back(art);
return art;
}
std::vector<art_effect_passive> fill_good_passive()
{
std::vector<art_effect_passive> ret;
for (int i = AEP_NULL + 1; i < AEP_SPLIT; i++)
ret.push_back( art_effect_passive(i) );
return ret;
}
std::vector<art_effect_passive> fill_bad_passive()
{
std::vector<art_effect_passive> ret;
for (int i = AEP_SPLIT + 1; i < NUM_AEPS; i++)
ret.push_back( art_effect_passive(i) );
return ret;
}
std::vector<art_effect_active> fill_good_active()
{
std::vector<art_effect_active> ret;
for (int i = AEA_NULL + 1; i < AEA_SPLIT; i++)
ret.push_back( art_effect_active(i) );
return ret;
}
std::vector<art_effect_active> fill_bad_active()
{
std::vector<art_effect_active> ret;
for (int i = AEA_SPLIT + 1; i < NUM_AEAS; i++)
ret.push_back( art_effect_active(i) );
return ret;
}
std::string artifact_name(std::string type)
{
std::stringstream ret;
ret << type << " of ";
std::string noun = artifact_noun[rng(0, NUM_ART_NOUNS - 1)];
if (noun[0] == '+') {
ret << "the ";
noun = noun.substr(1); // Chop off '+'
}
ret << artifact_adj[rng(0, NUM_ART_ADJS - 1)] << " " << noun;
return ret.str();
}
void game::process_artifact(item *it, player *p, bool wielded)
{
std::vector<art_effect_passive> effects;
if (it->is_armor()) {
it_artifact_armor* armor = dynamic_cast<it_artifact_armor*>(it->type);
effects = armor->effects_worn;
} else if (it->is_tool()) {
it_artifact_tool* tool = dynamic_cast<it_artifact_tool*>(it->type);
effects = tool->effects_carried;
if (wielded) {
for (int i = 0; i < tool->effects_wielded.size(); i++)
effects.push_back(tool->effects_wielded[i]);
}
// Recharge it if necessary
if (it->charges < tool->max_charges) {
switch (tool->charge_type) {
case ARTC_TIME:
if (turn.second == 0 && turn.minute == 0) // Once per hour
it->charges++;
break;
case ARTC_SOLAR:
if (turn.second == 0 && turn.minute % 10 == 0 &&
is_in_sunlight(p->posx, p->posy))
it->charges++;
break;
case ARTC_PAIN:
if (turn.second == 0) {
add_msg("You suddenly feel sharp pain for no reason.");
p->pain += 3 * rng(1, 3);
it->charges++;
}
break;
case ARTC_HP:
if (turn.second == 0) {
add_msg("You feel your body decaying.");
p->hurtall(1);
it->charges++;
}
break;
}
}
}
for (int i = 0; i < effects.size(); i++) {
switch (effects[i]) {
case AEP_STR_UP:
p->str_cur += 4;
break;
case AEP_DEX_UP:
p->dex_cur += 4;
break;
case AEP_PER_UP:
p->per_cur += 4;
break;
case AEP_INT_UP:
p->int_cur += 4;
break;
case AEP_ALL_UP:
p->str_cur += 2;
p->dex_cur += 2;
p->per_cur += 2;
p->int_cur += 2;
break;
case AEP_SPEED_UP: // Handled in player::current_speed()
break;
case AEP_IODINE:
if (p->radiation > 0)
p->radiation--;
break;
case AEP_SMOKE:
if (one_in(10)) {
int x = p->posx + rng(-1, 1), y = p->posy + rng(-1, 1);
if (m.add_field(this, x, y, fd_smoke, rng(1, 3)))
add_msg("The %s emits some smoke.", it->tname().c_str());
}
break;
case AEP_SNAKES:
break; // Handled in player::hit()
case AEP_EXTINGUISH:
for (int x = p->posx - 1; x <= p->posx + 1; x++) {
for (int y = p->posy - 1; y <= p->posy + 1; y++) {
if (m.field_at(x, y).type == fd_fire) {
if (m.field_at(x, y).density == 0)
m.remove_field(x, y);
else
m.field_at(x, y).density--;
}
}
}
break;
case AEP_HUNGER:
if (one_in(100))
p->hunger++;
break;
case AEP_THIRST:
if (one_in(120))
p->thirst++;
break;
case AEP_EVIL:
if (one_in(150)) { // Once every 15 minutes, on average
p->add_disease(DI_EVIL, 300, this);
if (!wielded && !it->is_armor())
add_msg("You have an urge to %s the %s.",
(it->is_armor() ? "wear" : "wield"), it->tname().c_str());
}
break;
case AEP_SCHIZO:
break; // Handled in player::suffer()
case AEP_RADIOACTIVE:
if (one_in(4))
p->radiation++;
break;
case AEP_STR_DOWN:
p->str_cur -= 3;
break;
case AEP_DEX_DOWN:
p->dex_cur -= 3;
break;
case AEP_PER_DOWN:
p->per_cur -= 3;
break;
case AEP_INT_DOWN:
p->int_cur -= 3;
break;
case AEP_ALL_DOWN:
p->str_cur -= 2;
p->dex_cur -= 2;
p->per_cur -= 2;
p->int_cur -= 2;
break;
case AEP_SPEED_DOWN:
break; // Handled in player::current_speed()
}
}
}
void game::add_artifact_messages(std::vector<art_effect_passive> effects)
{
int net_str = 0, net_dex = 0, net_per = 0, net_int = 0, net_speed = 0;
for (int i = 0; i < effects.size(); i++) {
switch (effects[i]) {
case AEP_STR_UP: net_str += 4; break;
case AEP_DEX_UP: net_dex += 4; break;
case AEP_PER_UP: net_per += 4; break;
case AEP_INT_UP: net_int += 4; break;
case AEP_ALL_UP: net_str += 2;
net_dex += 2;
net_per += 2;
net_int += 2; break;
case AEP_STR_DOWN: net_str -= 3; break;
case AEP_DEX_DOWN: net_dex -= 3; break;
case AEP_PER_DOWN: net_per -= 3; break;
case AEP_INT_DOWN: net_int -= 3; break;
case AEP_ALL_DOWN: net_str -= 2;
net_dex -= 2;
net_per -= 2;
net_int -= 2; break;
case AEP_SPEED_UP: net_speed += 20; break;
case AEP_SPEED_DOWN: net_speed -= 20; break;
case AEP_IODINE:
break; // No message
case AEP_SNAKES:
add_msg("Your skin feels slithery.");
break;
case AEP_INVISIBLE:
add_msg("You fade into invisibility!");
break;
case AEP_CLAIRVOYANCE:
add_msg("You can see through walls!");
break;
case AEP_STEALTH:
add_msg("Your steps stop making noise.");
break;
case AEP_GLOW:
add_msg("A glow of light forms around you.");
break;
case AEP_PSYSHIELD:
add_msg("Your mental state feels protected.");
break;
case AEP_RESIST_ELECTRICITY:
add_msg("You feel insulated.");
break;
case AEP_CARRY_MORE:
add_msg("Your back feels strengthened.");
break;
case AEP_HUNGER:
add_msg("You feel hungry.");
break;
case AEP_THIRST:
add_msg("You feel thirsty.");
break;
case AEP_EVIL:
add_msg("You feel an evil presence...");
break;
case AEP_SCHIZO:
add_msg("You feel a tickle of insanity.");
break;
case AEP_RADIOACTIVE:
add_msg("Your skin prickles with radiation.");
break;
case AEP_MUTAGENIC:
add_msg("You feel your genetic makeup degrading.");
break;
case AEP_ATTENTION:
add_msg("You feel an otherworldly attention upon you...");
break;
case AEP_FORCE_TELEPORT:
add_msg("You feel a force pulling you inwards.");
break;
case AEP_MOVEMENT_NOISE:
add_msg("You hear a rattling noise coming from inside yourself.");
break;
case AEP_BAD_WEATHER:
add_msg("You feel storms coming.");
break;
}
}
std::stringstream stat_info;
if (net_str != 0)
stat_info << "Str " << (net_str > 0 ? "+" : "") << net_str << "! ";
if (net_dex != 0)
stat_info << "Dex " << (net_dex > 0 ? "+" : "") << net_dex << "! ";
if (net_int != 0)
stat_info << "Int " << (net_int > 0 ? "+" : "") << net_int << "! ";
if (net_per != 0)
stat_info << "Per " << (net_per > 0 ? "+" : "") << net_per << "! ";
if (stat_info.str().length() > 0)
add_msg(stat_info.str().c_str());
if (net_speed != 0)
add_msg("Speed %s%d", (net_speed > 0 ? "+" : ""), net_speed);
}