コード例 #1
0
ファイル: npctalk.cpp プロジェクト: Uvadzucumi/Cataclysm
void parse_tags(std::string &phrase, player *u, npc *me)
{
    if (u == NULL || me == NULL) {
        debugmsg("Called parse_tags() with NULL pointers!");
        return;
    }
    size_t fa, fb;
    std::string tag;
    do {
        fa = phrase.find("<");
        fb = phrase.find(">");
        int l = fb - fa + 1;
        if (fa != std::string::npos && fb != std::string::npos)
            tag = phrase.substr(fa, fb - fa + 1);
        else
            tag = "";
        bool replaced = false;
        for (int i = 0; i < NUM_STATIC_TAGS && !replaced; i++) {
            if (tag == talk_tags[i].tag) {
                phrase.replace(fa, l, (*talk_tags[i].replacement)[rng(0, 9)]);
                replaced = true;
            }
        }
        if (!replaced) { // Special, dynamic tags go here
            if (tag == "<yrwp>")
                phrase.replace(fa, l, u->weapon.tname());
            if (tag == "<mywp>") {
                if (me->weapon.type->id == 0)
                    phrase.replace(fa, l, "fists");
                else
                    phrase.replace(fa, l, me->weapon.tname());
            } else if (tag == "<ammo>") {
                if (!me->weapon.is_gun())
                    phrase.replace(fa, l, "BADAMMO");
                else {
                    it_gun* gun = dynamic_cast<it_gun*>(me->weapon.type);
                    phrase.replace(fa, l, ammo_name(gun->ammo));
                }
            } else if (tag == "<punc>") {
                switch (rng(0, 2)) {
                case 0:
                    phrase.replace(fa, l, ".");
                    break;
                case 1:
                    phrase.replace(fa, l, "...");
                    break;
                case 2:
                    phrase.replace(fa, l, "!");
                    break;
                }
            } else if (tag != "") {
                debugmsg("Bad tag. '%s' (%d - %d)", tag.c_str(), fa, fb);
                phrase.replace(fa, fb - fa + 1, "????");
            }
        }
    } while (fa != std::string::npos && fb != std::string::npos);
}
コード例 #2
0
void veh_interact::do_refill(int reason)
{
    werase (w_msg);
    switch (reason)
    {
    case 1:
        mvwprintz(w_msg, 0, 1, c_ltred, _("There's no fuel tank here."));
        wrefresh (w_msg);
        return;
    case 2:
        mvwprintz(w_msg, 0, 1, c_ltgray, _("You need %s."),
                  ammo_name(veh->part_info(ptank).fuel_type).c_str());
        mvwprintz(w_msg, 0, 10, c_red, ammo_name(veh->part_info(ptank).fuel_type).c_str());
        wrefresh (w_msg);
        return;
    default:;
    }
    sel_cmd = 'f';
    sel_part = ptank;
}
コード例 #3
0
inline int ammo_type_defined(const std::string &ammo) {
    if(ammo == "NULL" || ammo == "generic_no_ammo") {
        return 1; // Known ammo type
    }
    if(ammo_name(ammo) != "XXX") {
        return 1; // Known ammo type
    }
    if(!item_controller->has_template(ammo)) {
        return 0; // Unknown ammo type
    }
    return 2; // Unknown from ammo_name, but defined as itype
}
コード例 #4
0
/**
 * Handles refilling a vehicle's fuel tank.
 * @param reason INVALID_TARGET if there's no fuel tank in the spot,
 *               LACK_TOOLS if the player has nothing to fill the tank with.
 */
void veh_interact::do_refill(task_reason reason)
{
    werase (w_msg);
    int msg_width = getmaxx(w_msg);
    switch (reason) {
    case INVALID_TARGET:
        mvwprintz(w_msg, 0, 1, c_ltred, _("There's no fuel tank here."));
        wrefresh (w_msg);
        return;
    case LACK_TOOLS:
        fold_and_print(w_msg, 0, 1, msg_width - 2, c_ltgray,
                       _("You need <color_red>%s</color>."),
                       ammo_name(vehicle_part_types[ptank->id].fuel_type).c_str());
        wrefresh (w_msg);
        return;
    }
    sel_cmd = 'f';
    sel_vehicle_part = ptank;
}
コード例 #5
0
void Item_factory::check_ammo_type(std::ostream& msg, const std::string &ammo) const {
    if(ammo == "NULL" || ammo == "generic_no_ammo") {
        return;
    }
    if(ammo_name(ammo) == "XXX") {
        msg << string_format("ammo type %s not listed in ammo_name() function", ammo.c_str()) << "\n";
    }
    if(ammo == "UPS") {
        return;
    }
    for(std::map<Item_tag, itype*>::const_iterator it = m_templates.begin(); it != m_templates.end(); ++it) {
        const it_ammo* ammot = dynamic_cast<const it_ammo*>(it->second);
        if(ammot == 0) {
            continue;
        }
        if(ammot->type == ammo) {
            return;
        }
    }
    msg << string_format("there is no actuall ammo of type %s defined", ammo.c_str()) << "\n";
}
コード例 #6
0
ファイル: item.cpp プロジェクト: ShadowZero/Cataclysm-DDA
std::string item::info(bool showtext)
{
 std::stringstream dump;
 if( !is_null() )
 {
  dump << " Volume: " << volume() << "    Weight: " << weight() << "\n" <<
          " Bash: " << int(type->melee_dam) <<
          (has_flag(IF_SPEAR) ? "  Pierce: " : "  Cut: ") <<
          int(type->melee_cut) << "  To-hit bonus: " <<
          (type->m_to_hit > 0 ? "+" : "" ) << int(type->m_to_hit) << "\n" <<
          " Moves per attack: " << attack_time() << "\n";
 }

 if (is_food()) {

  it_comest* food = dynamic_cast<it_comest*>(type);
  dump << " Nutrition: " << int(food->nutr) << "\n Quench: " <<
          int(food->quench) << "\n Enjoyability: " << int(food->fun);

 } else if (is_food_container()) {

 // added charge display for debugging
 
  it_comest* food = dynamic_cast<it_comest*>(contents[0].type);
  dump << " Nutrition: " << int(food->nutr) << "\n Quench: " <<
          int(food->quench) << "\n Enjoyability: " << int(food->fun)
          << "\n Charges: " << int(contents[0].charges);

 } else if (is_ammo()) {
 
  // added charge display for debugging

  it_ammo* ammo = dynamic_cast<it_ammo*>(type);
  dump << " Type: " << ammo_name(ammo->type) << "\n Damage: " <<
           int(ammo->damage) << "\n Armor-pierce: " << int(ammo->pierce) <<
           "\n Range: " << int(ammo->range) << "\n Accuracy: " <<
           int(100 - ammo->accuracy) << "\n Recoil: " << int(ammo->recoil)
           << "\n Count: " << int(ammo->count);

 } else if (is_ammo_container()) {

  it_ammo* ammo = dynamic_cast<it_ammo*>(contents[0].type);
  dump << " Type: " << ammo_name(ammo->type) << "\n Damage: " <<
           int(ammo->damage) << "\n Armor-pierce: " << int(ammo->pierce) <<
           "\n Range: " << int(ammo->range) << "\n Accuracy: " <<
           int(100 - ammo->accuracy) << "\n Recoil: " << int(ammo->recoil)
           << "\n Count: " << int(contents[0].charges); 
           
 } else if (is_gun()) {

  it_gun* gun = dynamic_cast<it_gun*>(type);
  int ammo_dam = 0, ammo_recoil = 0;
  bool has_ammo = (curammo != NULL && charges > 0);
  if (has_ammo) {
   ammo_dam = curammo->damage;
   ammo_recoil = curammo->recoil;
  }
   
  dump << " Skill used: " << skill_name(gun->skill_used) << "\n Ammunition: " <<
          clip_size() << " rounds of " << ammo_name(ammo_type());

  dump << "\n Damage: ";
  if (has_ammo)
   dump << ammo_dam;
  dump << (gun_damage(false) >= 0 ? "+" : "" ) << gun_damage(false);
  if (has_ammo)
   dump << " = " << gun_damage();

  dump << "\n Accuracy: " << int(100 - accuracy());

  dump << "\n Recoil: ";
  if (has_ammo)
   dump << ammo_recoil;
  dump << (recoil(false) >= 0 ? "+" : "" ) << recoil(false);
  if (has_ammo)
   dump << " = " << recoil();

  dump << "\n Reload time: " << int(gun->reload_time);
  if (has_flag(IF_RELOAD_ONE))
   dump << " per round";

  if (burst_size() == 0) {
   if (gun->skill_used == sk_pistol && has_flag(IF_RELOAD_ONE))
    dump << "\n Revolver.";
   else
    dump << "\n Semi-automatic.";
  } else
   dump << "\n Burst size: " << burst_size();
  if (contents.size() > 0)
   dump << "\n";
  for (int i = 0; i < contents.size(); i++)
   dump << "\n+" << contents[i].tname();

 } else if (is_gunmod()) {

  it_gunmod* mod = dynamic_cast<it_gunmod*>(type);
  if (mod->accuracy != 0)
   dump << " Accuracy: " << (mod->accuracy > 0 ? "+" : "") <<
           int(mod->accuracy);
  if (mod->damage != 0)
   dump << "\n Damage: " << (mod->damage > 0 ? "+" : "") << int(mod->damage);
  if (mod->clip != 0)
   dump << "\n Magazine: " << (mod->clip > 0 ? "+" : "") << int(mod->damage) << "%";
  if (mod->recoil != 0)
   dump << "\n Recoil: " << int(mod->recoil);
  if (mod->burst != 0)
   dump << "\n Burst: " << (mod->clip > 0 ? "+" : "") << int(mod->clip);
  if (mod->newtype != AT_NULL)
   dump << "\n " << ammo_name(mod->newtype);
  dump << "\n Used on: ";
  if (mod->used_on_pistol)
   dump << "Pistols.  ";
  if (mod->used_on_shotgun)
   dump << "Shotguns.  ";
  if (mod->used_on_smg)
   dump << "SMGs.  ";
  if (mod->used_on_rifle)
   dump << "Rifles.";

 } else if (is_armor()) {

  it_armor* armor = dynamic_cast<it_armor*>(type);
  dump << " Covers: ";
  if (armor->covers & mfb(bp_head))
   dump << "The head. ";
  if (armor->covers & mfb(bp_eyes))
   dump << "The eyes. ";
  if (armor->covers & mfb(bp_mouth))
   dump << "The mouth. ";
  if (armor->covers & mfb(bp_torso))
   dump << "The torso. ";
  if (armor->covers & mfb(bp_arms))
   dump << "The arms. ";   
  if (armor->covers & mfb(bp_hands))
   dump << "The hands. ";
  if (armor->covers & mfb(bp_legs))
   dump << "The legs. ";
  if (armor->covers & mfb(bp_feet))
   dump << "The feet. ";
  dump << "\n Encumberment: "			<< int(armor->encumber) <<
          "\n Bashing protection: "		<< int(armor->dmg_resist) <<
          "\n Cut protection: "			<< int(armor->cut_resist) <<
          "\n Environmental protection: "	<< int(armor->env_resist) <<
          "\n Warmth: "				<< int(armor->warmth) <<
          "\n Storage: "			<< int(armor->storage);

} else if (is_book()) {

  it_book* book = dynamic_cast<it_book*>(type);
  if (book->type == sk_null)
   dump << " Just for fun.\n";
  else {
   dump << " Can bring your " << skill_name(book->type) << " skill to " <<
           int(book->level) << std::endl;
   if (book->req == 0)
    dump << " It can be understood by beginners.\n";
   else
    dump << " Requires " << skill_name(book->type) << " level " <<
            int(book->req) << " to understand.\n";
  }
  dump << " Requires intelligence of " << int(book->intel) << " to easily read." << std::endl;
  if (book->fun != 0)
   dump << " Reading this book affects your morale by " <<
           (book->fun > 0 ? "+" : "") << int(book->fun) << std::endl;
  dump << " This book takes " << int(book->time) << " minutes to read.";

 } else if (is_tool()) {

  it_tool* tool = dynamic_cast<it_tool*>(type);
  dump << " Maximum " << tool->max_charges << " charges";
  if (tool->ammo == AT_NULL)
   dump << ".";
  else
   dump << " of " << ammo_name(tool->ammo) << ".";

 } else if (is_style()) {

  dump << "\n";
  it_style* style = dynamic_cast<it_style*>(type);
  for (int i = 0; i < style->moves.size(); i++) {
   dump << default_technique_name(style->moves[i].tech) <<
           ". Requires Unarmed Skill of " << style->moves[i].level << "\n";
  }

 } else if (!is_null() && type->techniques != 0) {

  dump << "\n";
  for (int i = 1; i < NUM_TECHNIQUES; i++) {
   if (type->techniques & mfb(i))
    dump << default_technique_name( technique_id(i) ) << "; ";
  }

 }

 if ( showtext && !is_null() ) {
  dump << "\n\n" << type->description << "\n";
  if (contents.size() > 0) {
   if (is_gun()) {
    for (int i = 0; i < contents.size(); i++)
     dump << "\n " << contents[i].type->description;
   } else
    dump << "\n " << contents[0].type->description;
   dump << "\n";
  }
 }
 return dump.str();
}
コード例 #7
0
int game::inv_for_tools_powered_by( const ammotype &battery_id, const std::string &title )
{
    return inv_for_filter( title, [ &battery_id ]( const item & it ) {
        return it.is_tool() && it.ammo_type() == battery_id;
    }, string_format( _( "You don't have %s-powered tools." ), ammo_name( battery_id ).c_str() ) );
}
コード例 #8
0
ファイル: item.cpp プロジェクト: RexWolf163ru/Cataclysm-DDA
std::string item::info(bool showtext, std::vector<iteminfo> *dump)
{
 std::stringstream temp1, temp2;

 if( !is_null() )
 {
  dump->push_back(iteminfo("BASE", " Volume: ", "", int(volume()), "", false, true));
  dump->push_back(iteminfo("BASE", "    Weight: ", "", int(weight()), "", true, true));
  dump->push_back(iteminfo("BASE", " Bash: ", "", int(type->melee_dam), "", false));
  dump->push_back(iteminfo("BASE", (has_flag(IF_SPEAR) ? "  Pierce: " : "  Cut: "), "", int(type->melee_cut), "", false));
  dump->push_back(iteminfo("BASE", "  To-hit bonus: ", ((type->m_to_hit > 0) ? "+" : ""), int(type->m_to_hit), ""));
  dump->push_back(iteminfo("BASE", " Moves per attack: ", "", int(attack_time()), "", true, true));

 if (type->techniques != 0)
  for (int i = 1; i < NUM_TECHNIQUES; i++)
   if (type->techniques & mfb(i))
    dump->push_back(iteminfo("TECHNIQUE", " +",default_technique_name( technique_id(i) )));
 }

 if (is_food()) {
  it_comest* food = dynamic_cast<it_comest*>(type);

  dump->push_back(iteminfo("FOOD", " Nutrition: ", "", int(food->nutr)));
  dump->push_back(iteminfo("FOOD", " Quench: ", "", int(food->quench)));
  dump->push_back(iteminfo("FOOD", " Enjoyability: ", "", int(food->fun)));

 } else if (is_food_container()) {
 // added charge display for debugging
  it_comest* food = dynamic_cast<it_comest*>(contents[0].type);

  dump->push_back(iteminfo("FOOD", " Nutrition: ", "", int(food->nutr)));
  dump->push_back(iteminfo("FOOD", " Quench: ", "", int(food->quench)));
  dump->push_back(iteminfo("FOOD", " Enjoyability: ", "", int(food->fun)));
  dump->push_back(iteminfo("FOOD", " Portions: ", "", abs(int(contents[0].charges))));

 } else if (is_ammo()) {
  // added charge display for debugging
  it_ammo* ammo = dynamic_cast<it_ammo*>(type);

  dump->push_back(iteminfo("AMMO", " Type: ", ammo_name(ammo->type)));
  dump->push_back(iteminfo("AMMO", " Damage: ", "", int(ammo->damage)));
  dump->push_back(iteminfo("AMMO", " Armor-pierce: ", "", int(ammo->pierce)));
  dump->push_back(iteminfo("AMMO", " Range: ", "", int(ammo->range)));
  dump->push_back(iteminfo("AMMO", " Accuracy: ", "", int(100 - ammo->accuracy)));
  dump->push_back(iteminfo("AMMO", " Recoil: ", "", int(ammo->recoil), "", true, true));
  dump->push_back(iteminfo("AMMO", " Count: ", "", int(ammo->count)));

 } else if (is_ammo_container()) {
  it_ammo* ammo = dynamic_cast<it_ammo*>(contents[0].type);

  dump->push_back(iteminfo("AMMO", " Type: ", ammo_name(ammo->type)));
  dump->push_back(iteminfo("AMMO", " Damage: ", "", int(ammo->damage)));
  dump->push_back(iteminfo("AMMO", " Armor-pierce: ", "", int(ammo->pierce)));
  dump->push_back(iteminfo("AMMO", " Range: ", "", int(ammo->range)));
  dump->push_back(iteminfo("AMMO", " Accuracy: ", "", int(100 - ammo->accuracy)));
  dump->push_back(iteminfo("AMMO", " Recoil: ", "", int(ammo->recoil), "", true, true));
  dump->push_back(iteminfo("AMMO", " Count: ", "", int(contents[0].charges)));

 } else if (is_gun()) {
  it_gun* gun = dynamic_cast<it_gun*>(type);
  int ammo_dam = 0, ammo_recoil = 0;
  bool has_ammo = (curammo != NULL && charges > 0);
  if (has_ammo) {
   ammo_dam = curammo->damage;
   ammo_recoil = curammo->recoil;
  }

  dump->push_back(iteminfo("GUN", " Skill used: ", gun->skill_used->name()));
  dump->push_back(iteminfo("GUN", " Ammunition: ", "", int(clip_size()), " rounds of " + ammo_name(ammo_type())));

  temp1.str("");
  if (has_ammo)
   temp1 << ammo_dam;

  temp1 << (gun_damage(false) >= 0 ? "+" : "" );

  temp2.str("");
  if (has_ammo)
   temp2 << " = " << gun_damage();

  dump->push_back(iteminfo("GUN", " Damage: ", temp1.str(), int(gun_damage(false)), temp2.str()));
  dump->push_back(iteminfo("GUN", " Accuracy: ", "", int(100 - accuracy())));

  temp1.str("");
  if (has_ammo)
   temp1 << ammo_recoil;

  temp1 << (recoil(false) >= 0 ? "+" : "" );

  temp2.str("");
  if (has_ammo)
   temp2 << " = " << recoil();

  dump->push_back(iteminfo("GUN"," Recoil: ", temp1.str(), int(recoil(false)), temp2.str(), true, true));

  dump->push_back(iteminfo("GUN", " Reload time: ", "", int(gun->reload_time), ((has_flag(IF_RELOAD_ONE)) ? " per round" : ""), true, true));

  if (burst_size() == 0) {
   if (gun->skill_used == Skill::skill("pistol") && has_flag(IF_RELOAD_ONE))
    dump->push_back(iteminfo("GUN", " Revolver."));
   else
    dump->push_back(iteminfo("GUN", " Semi-automatic."));
  } else
   dump->push_back(iteminfo("GUN", " Burst size: ", "", int(burst_size())));

  if (contents.size() > 0)
   dump->push_back(iteminfo("GUN", "\n"));

  temp1.str("");
  for (int i = 0; i < contents.size(); i++)
   temp1 << "\n+" << contents[i].tname();

  dump->push_back(iteminfo("GUN", temp1.str()));

 } else if (is_gunmod()) {
  it_gunmod* mod = dynamic_cast<it_gunmod*>(type);

  if (mod->accuracy != 0)
   dump->push_back(iteminfo("GUNMOD", " Accuracy: ", ((mod->accuracy > 0) ? "+" : ""), int(mod->accuracy)));
  if (mod->damage != 0)
   dump->push_back(iteminfo("GUNMOD", " Damage: ", ((mod->damage > 0) ? "+" : ""), int(mod->damage)));
  if (mod->clip != 0)
   dump->push_back(iteminfo("GUNMOD", " Magazine: ", ((mod->clip > 0) ? "+" : ""), int(mod->clip), "%"));
  if (mod->recoil != 0)
   dump->push_back(iteminfo("GUNMOD", " Recoil: ", ((mod->recoil > 0) ? "+" : ""), int(mod->recoil), "", true, true));
  if (mod->burst != 0)
   dump->push_back(iteminfo("GUNMOD", " Burst: ", (mod->burst > 0 ? "+" : ""), int(mod->burst)));

  if (mod->newtype != AT_NULL)
   dump->push_back(iteminfo("GUNMOD", " " + ammo_name(mod->newtype)));

  temp1.str("");
  temp1 << " Used on: ";
  if (mod->used_on_pistol)
   temp1 << "Pistols.  ";
  if (mod->used_on_shotgun)
   temp1 << "Shotguns.  ";
  if (mod->used_on_smg)
   temp1 << "SMGs.  ";
  if (mod->used_on_rifle)
   temp1 << "Rifles.";

  dump->push_back(iteminfo("GUNMOD", temp1.str()));

 } else if (is_armor()) {
  it_armor* armor = dynamic_cast<it_armor*>(type);
  
  temp1.str("");
  temp1 << " Covers: ";
  if (armor->covers & mfb(bp_head))
   temp1 << "The head. ";
  if (armor->covers & mfb(bp_eyes))
   temp1 << "The eyes. ";
  if (armor->covers & mfb(bp_mouth))
   temp1 << "The mouth. ";
  if (armor->covers & mfb(bp_torso))
   temp1 << "The torso. ";
  if (armor->covers & mfb(bp_arms))
   temp1 << "The arms. ";
  if (armor->covers & mfb(bp_hands))
   temp1 << "The hands. ";
  if (armor->covers & mfb(bp_legs))
   temp1 << "The legs. ";
  if (armor->covers & mfb(bp_feet))
   temp1 << "The feet. ";

  dump->push_back(iteminfo("ARMOR", temp1.str()));

    if (has_flag(IF_FIT))
    {
        dump->push_back(iteminfo("ARMOR", " Encumberment: ", "", int(armor->encumber) - 1, " (fits)", true, true));
    }
    else
    {
        dump->push_back(iteminfo("ARMOR", " Encumberment: ", "", int(armor->encumber), "", true, true));
    }

  dump->push_back(iteminfo("ARMOR", " Bashing protection: ", "", int(armor->dmg_resist)));
  dump->push_back(iteminfo("ARMOR", " Cut protection: ", "", int(armor->cut_resist)));
  dump->push_back(iteminfo("ARMOR", " Environmental protection: ", "", int(armor->env_resist)));
  dump->push_back(iteminfo("ARMOR", " Warmth: ", "", int(armor->warmth)));
  dump->push_back(iteminfo("ARMOR", " Storage: ", "", int(armor->storage)));

} else if (is_book()) {

  it_book* book = dynamic_cast<it_book*>(type);
  if (!book->type)
   dump->push_back(iteminfo("BOOK", " Just for fun."));
  else {
    dump->push_back(iteminfo("BOOK", " Can bring your ", book->type->name() + " skill to ", int(book->level)));

   if (book->req == 0)
    dump->push_back(iteminfo("BOOK", " It can be understood by beginners."));
   else
    dump->push_back(iteminfo("BOOK", " Requires ", book->type->name() + " level ", int(book->req), " to understand.", true, true));
  }

  dump->push_back(iteminfo("BOOK", " Requires intelligence of ", "", int(book->intel), " to easily read.", true, true));
  if (book->fun != 0)
   dump->push_back(iteminfo("BOOK", " Reading this book affects your morale by ", (book->fun > 0 ? "+" : ""), int(book->fun)));

  dump->push_back(iteminfo("BOOK", " This book takes ", "", int(book->time), " minutes to read.", true, true));

 } else if (is_tool()) {
  it_tool* tool = dynamic_cast<it_tool*>(type);

  if ((tool->max_charges)!=0)
   dump->push_back(iteminfo("TOOL", " Maximum ", "", int(tool->max_charges), " charges" + ((tool->ammo == AT_NULL) ? "" : (" of " + ammo_name(tool->ammo))) + "."));

 } else if (is_style()) {
  it_style* style = dynamic_cast<it_style*>(type);

  for (int i = 0; i < style->moves.size(); i++) {
   dump->push_back(iteminfo("STYLE", default_technique_name(style->moves[i].tech), ". Requires Unarmed Skill of ", int(style->moves[i].level)));
  }

 }

 if ( showtext && !is_null() ) {
  dump->push_back(iteminfo("DESCRIPTION", type->description));
    if (is_armor() && has_flag(IF_FIT))
    {
        dump->push_back(iteminfo("DESCRIPTION", "\n\n"));
        dump->push_back(iteminfo("DESCRIPTION", "This piece of clothing fits you perfectly."));
    }  
  if (contents.size() > 0) {
   if (is_gun()) {
    for (int i = 0; i < contents.size(); i++)
     dump->push_back(iteminfo("DESCRIPTION", contents[i].type->description));
   } else
    dump->push_back(iteminfo("DESCRIPTION", contents[0].type->description));
  }
 }

 temp1.str("");
 std::vector<iteminfo>& vecData = *dump; // vector is not copied here
 for (int i = 0; i < vecData.size(); i++) {
  if (vecData[i].sType == "DESCRIPTION")
   temp1 << "\n";

  temp1 << vecData[i].sName;
  temp1 << vecData[i].sPre;

  if (vecData[i].iValue != -999)
   temp1 << vecData[i].iValue;

  temp1 << vecData[i].sPost;
  temp1 << ((vecData[i].bNewLine) ? "\n" : "");
 }

 return temp1.str();
}