+ for(std::vector<InfoBoxLine*>::iterator i = lines.begin(); i != lines.end(); i++) {
+ delete *i;
+ }
+}
+
+void
+InfoBlock::hit(Player& player)
+{
+ start_bounce(&player);
+
+ //if (!stopped) {
+ // ringing->remove_me();
+ // stopped = true;
+ //}
+
+ if (dest_pct != 1) {
+
+ // first hide all other InfoBlocks' messages in same sector
+ Sector* parent = Sector::current();
+ if (!parent) return;
+ for (Sector::GameObjects::iterator i = parent->gameobjects.begin(); i != parent->gameobjects.end(); i++) {
+ InfoBlock* block = dynamic_cast<InfoBlock*>(*i);
+ if (!block) continue;
+ if (block != this) block->hide_message();
+ }
+
+ // show our message
+ show_message();
+
+ } else {
+ hide_message();
+ }
+}
+
+Player*
+InfoBlock::get_nearest_player()
+{
+ // FIXME: does not really return nearest player
+
+ std::vector<Player*> players = Sector::current()->get_players();
+ for (std::vector<Player*>::iterator playerIter = players.begin(); playerIter != players.end(); ++playerIter) {
+ Player* player = *playerIter;
+ return player;
+ }
+
+ return 0;
+}
+
+void
+InfoBlock::update(float delta)
+{
+ Block::update(delta);
+
+ if (delta == 0) return;
+
+ // hide message if player is too far away or above infoblock
+ if (dest_pct > 0) {
+ Player* player = get_nearest_player();
+ if (player) {
+ Vector p1 = this->get_pos() + (this->get_bbox().p2 - this->get_bbox().p1) / 2;
+ Vector p2 = player->get_pos() + (player->get_bbox().p2 - player->get_bbox().p1) / 2;
+ Vector dist = (p2 - p1);
+ float d = dist.norm();
+ if (d > 128 || dist.y < 0) dest_pct = 0;
+ }
+ }
+
+ // handle soft fade-in and fade-out
+ if (shown_pct != dest_pct) {
+ if (dest_pct > shown_pct) shown_pct = std::min(shown_pct + 2*delta, dest_pct);
+ if (dest_pct < shown_pct) shown_pct = std::max(shown_pct - 2*delta, dest_pct);
+ }
+}
+
+void
+InfoBlock::draw(DrawingContext& context)
+{
+ Block::draw(context);
+
+ if (shown_pct <= 0) return;
+
+ context.push_transform();
+ //context.set_translation(Vector(0, 0));
+ context.set_alpha(shown_pct);
+
+ //float x1 = SCREEN_WIDTH/2-200;
+ //float y1 = SCREEN_HEIGHT/2-200;
+ float border = 8;
+ float width = 400; // this is the text width only
+ float height = lines_height; // this is the text height only
+ float x1 = (get_bbox().p1.x + get_bbox().p2.x)/2 - width/2;
+ float x2 = (get_bbox().p1.x + get_bbox().p2.x)/2 + width/2;
+ float y1 = original_y - height;
+
+ // lines_height includes one ITEMS_SPACE too much, so the bottom border is reduced by 4px
+ context.draw_filled_rect(Vector(x1-border, y1-border), Vector(width+2*border, height+2*border-4), Color(0.6f, 0.7f, 0.8f, 0.5f), LAYER_GUI-50);
+
+ float y = y1;
+ for(size_t i = 0; i < lines.size(); ++i) {
+ if(y >= y1 + height) {
+ //log_warning << "Too many lines of text in InfoBlock" << std::endl;
+ //dest_pct = 0;
+ //shown_pct = 0;
+ break;
+ }
+
+ lines[i]->draw(context, Rect(x1, y, x2, y), LAYER_GUI-50+1);
+ y += lines[i]->get_height();
+ }
+
+ context.pop_transform();