nc_color item::color(player *u) { nc_color ret = c_ltgray; if (active) // Active items show up as yellow ret = c_yellow; else if (is_gun()) { // Guns are green if you are carrying ammo for them ammotype amtype = ammo_type(); if (u->has_ammo(amtype).size() > 0) ret = c_green; } else if (is_ammo()) { // Likewise, ammo is green if you have guns that use it ammotype amtype = ammo_type(); if (u->weapon.is_gun() && u->weapon.ammo_type() == amtype) ret = c_green; else { for (int i = 0; i < u->inv.size(); i++) { if (u->inv[i].is_gun() && u->inv[i].ammo_type() == amtype) { i = u->inv.size(); ret = c_green; } } } } else if (is_book()) { it_book* tmp = dynamic_cast<it_book*>(type); if (tmp->type !=sk_null && tmp->intel <= u->int_cur + u->sklevel[tmp->type] && (tmp->intel == 0 || !u->has_trait(PF_ILLITERATE)) && tmp->req <= u->sklevel[tmp->type] && tmp->level > u->sklevel[tmp->type]) ret = c_ltblue; } return ret; }
bool item::craft_has_charges() { if (count_by_charges()) return true; else if (ammo_type() == AT_NULL) return true; return false; }
void vehicle::turret_reload( vehicle_part &pt ) { item &gun = pt.base; if( !gun.is_gun() || gun.ammo_type() == "NULL" ) { return; } // try to reload using stored fuel from onboard vehicle tanks for( const auto &e : fuels_left() ) { const itype *fuel = item::find_type( e.first ); if( !fuel->ammo || e.second < gun.ammo_required() ) { continue; } if( ( gun.ammo_current() == "null" && fuel->ammo->type == gun.ammo_type() ) || ( gun.ammo_current() == e.first ) ) { int qty = gun.ammo_remaining(); gun.ammo_set( e.first, e.second ); drain( e.first, gun.ammo_remaining() - qty ); return; } } // otherwise try to reload from turret cargo space for( auto it = pt.items.begin(); it != pt.items.end(); ++it ) { if( it->is_ammo() && ( ( gun.ammo_current() == "null" && it->ammo_type() == gun.ammo_type() ) || ( gun.ammo_current() == it->typeId() ) ) ) { int qty = gun.ammo_remaining(); gun.ammo_set( it->typeId(), it->charges ); it->charges -= gun.ammo_remaining() - qty; if( it->charges <= 0 ) { pt.items.erase( it ); } return; } } }
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(); }
int item::pick_reload_ammo(player &u, bool interactive) { if( is_null() ) return false; if (!type->is_gun() && !type->is_tool()) { debugmsg("RELOADING NON-GUN NON-TOOL"); return false; } int has_spare_mag = has_gunmod (itm_spare_mag); std::vector<int> am; // List of indicies of valid ammo if (type->is_gun()) { if(charges <= 0 && has_spare_mag != -1 && contents[has_spare_mag].charges > 0) { // Special return to use magazine for reloading. return -2; } it_gun* tmp = dynamic_cast<it_gun*>(type); // If there's room to load more ammo into the gun or a spare mag, stash the ammo. // If the gun is partially loaded make sure the ammo matches. // If the gun is empty, either the spre mag is empty too and anything goes, // or the spare mag is loaded and we're doing a tactical reload. if (charges < clip_size() || (has_spare_mag != -1 && contents[has_spare_mag].charges < tmp->clip)) { std::vector<int> tmpammo = u.has_ammo(ammo_type()); for (int i = 0; i < tmpammo.size(); i++) if (charges >= 0 || u.inv[tmpammo[i]].typeId() == curammo->id) am.push_back(tmpammo[i]); } // ammo for gun attachments (shotgun attachments, grenade attachments, etc.) // for each attachment, find its associated ammo & append it to the ammo vector for (int i = 0; i < contents.size(); i++) if (contents[i].is_gunmod() && contents[i].has_flag(IF_MODE_AUX) && contents[i].charges < (dynamic_cast<it_gunmod*>(contents[i].type))->clip) { std::vector<int> tmpammo = u.has_ammo((dynamic_cast<it_gunmod*>(contents[i].type))->newtype); for(int j = 0; j < tmpammo.size(); j++) if (contents[i].charges >= 0 || u.inv[tmpammo[j]].typeId() == contents[i].curammo->id) am.push_back(tmpammo[j]); } } else { //non-gun. am = u.has_ammo(ammo_type()); } int index = -1; if (am.size() > 1 && interactive) {// More than one option; list 'em and pick WINDOW* w_ammo = newwin(am.size() + 1, 80, 0, 0); char ch; clear(); it_ammo* ammo_type; mvwprintw(w_ammo, 0, 0, "\ Choose ammo type: Damage Armor Pierce Range Accuracy"); for (int i = 0; i < am.size(); i++) { ammo_type = dynamic_cast<it_ammo*>(u.inv[am[i]].type); mvwaddch(w_ammo, i + 1, 1, i + 'a'); mvwprintw(w_ammo, i + 1, 3, "%s (%d)", u.inv[am[i]].tname().c_str(), u.inv[am[i]].charges); mvwprintw(w_ammo, i + 1, 27, "%d", ammo_type->damage); mvwprintw(w_ammo, i + 1, 38, "%d", ammo_type->pierce); mvwprintw(w_ammo, i + 1, 55, "%d", ammo_type->range); mvwprintw(w_ammo, i + 1, 65, "%d", 100 - ammo_type->accuracy); } refresh(); wrefresh(w_ammo); do ch = getch(); while ((ch < 'a' || ch - 'a' > am.size() - 1) && ch != ' ' && ch != 27); werase(w_ammo); delwin(w_ammo); erase(); if (ch == ' ' || ch == 27) index = -1; else index = am[ch - 'a']; }
int item::pick_reload_ammo(player &u, bool interactive) { if (!type->is_gun() && !type->is_tool()) { debugmsg("RELOADING NON-GUN NON-TOOL"); return false; } bool has_m203 = false; for (int i = 0; i < contents.size() && !has_m203; i++) { if (contents[i].type->id == itm_m203) has_m203 = true; } std::vector<int> am; // List of indicies of valid ammo if (type->is_gun()) { if (charges > 0) { itype_id aid = itype_id(curammo->id); for (int i = 0; i < u.inv.size(); i++) { if (u.inv[i].type->id == aid) am.push_back(i); } } else { it_gun* tmp = dynamic_cast<it_gun*>(type); am = u.has_ammo(ammo_type()); if (has_m203) { std::vector<int> grenades = u.has_ammo(AT_40MM); for (int i = 0; i < grenades.size(); i++) am.push_back(grenades[i]); } } } else { it_tool* tmp = dynamic_cast<it_tool*>(type); am = u.has_ammo(ammo_type()); } int index = -1; if (am.size() > 1 && interactive) {// More than one option; list 'em and pick WINDOW* w_ammo = newwin(am.size() + 1, 80, 0, 0); if (charges == 0) { char ch; clear(); it_ammo* ammo_type; mvwprintw(w_ammo, 0, 0, _("\ Choose ammo type: Damage Armor Pierce Range Accuracy")); for (int i = 0; i < am.size(); i++) { ammo_type = dynamic_cast<it_ammo*>(u.inv[am[i]].type); mvwaddch(w_ammo, i + 1, 1, i + 'a'); mvwprintw(w_ammo, i + 1, 3, "%s (%d)", u.inv[am[i]].tname().c_str(), u.inv[am[i]].charges); mvwprintw(w_ammo, i + 1, 27, "%d", ammo_type->damage); mvwprintw(w_ammo, i + 1, 38, "%d", ammo_type->pierce); mvwprintw(w_ammo, i + 1, 55, "%d", ammo_type->range); mvwprintw(w_ammo, i + 1, 65, "%d", 100 - ammo_type->accuracy); } refresh(); wrefresh(w_ammo); do ch = getch(); while ((ch < 'a' || ch - 'a' > am.size() - 1) && ch != ' ' && ch != 27); werase(w_ammo); delwin(w_ammo); erase(); if (ch == ' ' || ch == 27) index = -1; else index = am[ch - 'a']; } else {
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(); }