+ 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);
+ }