/// <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; }