use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorMessageType, CreateActor,
HeroInteractStartParameters, RenderParameters,
},
hero::InventoryItem,
level::tiles::LevelTiles,
Hero, RangedIterator, Result, Sizes, OBJECT_ACCESS_CARD_SLOT,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
pub(crate) struct AccessCardSlot {
tile: usize,
frame: RangedIterator,
position: Rect,
}
impl CreateActor for AccessCardSlot {
fn create(
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::AccessCardSlot(Self {
tile: OBJECT_ACCESS_CARD_SLOT,
frame: RangedIterator::new(8),
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
})
}
}
impl ActorExt for AccessCardSlot {
fn hero_can_interact(&self, _hero: &Hero) -> bool {
true
}
fn hero_interact_start(&mut self, p: HeroInteractStartParameters) {
if p.hero.inventory.is_set(InventoryItem::AccessCard) {
p.actor_message_queue
.push_back(ActorMessageType::OpenDoorAccessCard);
self.frame.reset(1);
self.tile = OBJECT_ACCESS_CARD_SLOT + 8;
p.hero.inventory.unset(InventoryItem::AccessCard);
} else {
p.info_message_queue
.push_back("You don't have the access card\n".to_string());
}
}
fn act(&mut self, _p: ActParameters) {
self.frame.next();
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
p.renderer.place_tile(
self.tile + self.frame.current(),
self.position.top_left(),
)?;
Ok(())
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
false
}
}