Example #1
0
        /// <summary>
        /// Show a character to another character.
        /// </summary>
        /// <param name="victim"></param>
        /// <param name="ch"></param>
        public static void ShowCharacterToCharacterFull(CharData victim, CharData ch)
        {
            Object obj;
            string text = String.Empty;
            int    percent;

            if (CharData.CanSee(victim, ch))
            {
                SocketConnection.Act("$n&n looks at you.", ch, null, victim, SocketConnection.MessageTarget.victim);
                if (victim != ch)
                {
                    SocketConnection.Act("$n&n looks at $N&n.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                }
                else
                {
                    SocketConnection.Act("$n&n looks at $mself.", ch, null, victim, SocketConnection.MessageTarget.everyone_but_victim);
                }
            }

            if (victim.Riding != null)
            {
                text += String.Format("&nMounted on {0}, ", victim.Riding.ShowNameTo(ch, false));
            }
            else if (victim.Rider != null)
            {
                text += String.Format("&nRidden by {0}, ", victim.Rider.ShowNameTo(ch, false));
            }

            if (!victim.IsNPC() && victim.IsGuild())
            {
                text += String.Format("&n{0} of {1}.\r\n", ((PC)victim).GuildRank.ToString().ToUpper(),
                                      ((PC)victim).GuildMembership.Name);
            }

            SocketConnection.Act(text, ch, null, victim, SocketConnection.MessageTarget.character);

            if (!String.IsNullOrEmpty(victim.Description))
            {
                ch.SendText(victim.Description);
            }
            else
            {
                SocketConnection.Act("&nYou see nothing special about $M.", ch, null, victim, SocketConnection.MessageTarget.character);
            }

            if (victim.GetMaxHit() > 0)
            {
                percent = (100 * victim.Hitpoints) / victim.GetMaxHit();
            }
            else
            {
                percent = -1;
            }

            text = victim.ShowNameTo(ch, true);

            if (percent >= 100)
            {
                text += " &nis in perfect &n&+ghealth&n.  ";
            }
            else if (percent >= 90)
            {
                text += " &nis slightly &n&+yscratched&n.  ";
            }
            else if (percent >= 80)
            {
                text += " &nhas a &+yfew bruises&n.  ";
            }
            else if (percent >= 70)
            {
                text += " &nhas &+Ysome cuts&n.  ";
            }
            else if (percent >= 60)
            {
                text += " &nhas &+Mseveral wounds&n.  ";
            }
            else if (percent >= 50)
            {
                text += " &nhas &+mmany nasty wounds&n.  ";
            }
            else if (percent >= 40)
            {
                text += " &nis &+Rbleeding freely&n.  ";
            }
            else if (percent >= 30)
            {
                text += " &nis &+Rcovered in blood&n.  ";
            }
            else if (percent >= 20)
            {
                text += " &nis &+rleaking guts&n.  ";
            }
            else if (percent >= 10)
            {
                text += " &nis &+ralmost dead&n.  ";
            }
            else
            {
                text += " &nis &+rDYING&n.  ";
            }

            ch.SendText(text);

            // Show size on look at someone.
            text = MUDString.CapitalizeANSIString(String.Format("{0}&n is a {1} of {2} size.\r\n", victim.GetSexPronoun(),
                                                                Race.RaceList[victim.GetRace()].ColorName, Race.SizeString(victim.CurrentSize)));
            ch.SendText(text);

            ShowAffectLines(ch, victim);

            bool found = false;

            foreach (ObjTemplate.WearLocation location in ObjTemplate.TopDownEquipment)
            {
                obj = Object.GetEquipmentOnCharacter(victim, location);
                if (obj && CharData.CanSeeObj(ch, obj))
                {
                    if (!found)
                    {
                        ch.SendText("\r\n");
                        SocketConnection.Act("&n$E is using:", ch, null, victim, SocketConnection.MessageTarget.character);
                        found = true;
                    }
                    if (obj.ItemType == ObjTemplate.ObjectType.weapon &&
                        (location == ObjTemplate.WearLocation.hand_one ||
                         location == ObjTemplate.WearLocation.hand_three ||
                         location == ObjTemplate.WearLocation.hand_four ||
                         location == ObjTemplate.WearLocation.hand_two) &&
                        obj.HasWearFlag(ObjTemplate.WEARABLE_WIELD))
                    {
                        if (obj.HasFlag(ObjTemplate.ITEM_TWOHANDED) &&
                            !ch.HasInnate(Race.RACE_EXTRA_STRONG_WIELD))
                        {
                            ch.SendText("&+y(wielding twohanded)  &n");
                        }
                        else
                        {
                            ch.SendText("&+y(wielding)            &n");
                        }
                    }
                    else
                    {
                        if (obj.ItemType == ObjTemplate.ObjectType.shield &&
                            (location == ObjTemplate.WearLocation.hand_one ||
                             location == ObjTemplate.WearLocation.hand_three ||
                             location == ObjTemplate.WearLocation.hand_four ||
                             location == ObjTemplate.WearLocation.hand_two) &&
                            obj.HasWearFlag(ObjTemplate.WEARABLE_SHIELD))
                        {
                            ch.SendText("&+y(worn as shield)      &n");
                        }
                        else
                        {
                            ch.SendText(StringConversion.EquipmentLocationDisplay[(int)location]);
                        }
                    }
                    ch.SendText(FormatObjectToCharacter(obj, ch, true));
                    ch.SendText("\r\n");
                }
            }

            // Keep in mind that players can spam looking at someone in order
            // to increase their skill in peek - this will need to be fixed.
            if ((victim != ch && !ch.IsNPC() &&
                 ((((PC)ch).SkillAptitude.ContainsKey("peek") && MUDMath.NumberPercent() < ((PC)ch).SkillAptitude["peek"]) ||
                  ch.Level >= Limits.LEVEL_AVATAR)) || ch.Riding == victim || ch.Rider == victim)
            {
                ch.SendText("\r\n&nYou peek at the inventory:\r\n");
                ch.PracticeSkill("peek");
                ShowListToCharacter(victim.Carrying, ch, true, true);
            }

            return;
        }