freenukum 0.4.0

A clone of the 1991 DOS game Duke Nukem 1
Documentation
// SPDX-License-Identifier: AGPL-3.0-or-later
// SPDX-FileCopyrightText: Wolfgang Silbermayr <wolfgang@silbermayr.at>

use crate::{
    actor::{
        ActParameters, Actor, ActorExt, CreateActorWithDetails,
        RenderParameters,
    },
    level::{tiles::LevelTiles, BackgroundTileStrategy},
    sound::SoundIndex,
    Hero, HorizontalDirection, RangedIterator, Result, Sizes,
    OBJECT_FIRELEFT, OBJECT_FIRERIGHT, TILE_WIDTH,
};
use sdl2::rect::{Point, Rect};

const CYCLES_OFF: usize = 20;
const CYCLES_IGNITION: usize = 10;
const CYCLES_BURNING: usize = 10;
const ANIMATION_LENGTH: usize = 2;

#[derive(Debug, PartialEq, Eq)]
enum State {
    Off,
    Ignition,
    Burning,
}

#[derive(Debug)]
pub(crate) struct Fire {
    tile: usize,
    direction: HorizontalDirection,
    frame: RangedIterator,
    state: State,
    position: Rect,
}

impl CreateActorWithDetails for Fire {
    type Details = HorizontalDirection;

    fn create_with_details(
        direction: HorizontalDirection,
        pos: Point,
        sizes: &dyn Sizes,
        _tiles: &mut LevelTiles,
    ) -> Actor {
        let (x, tile) = match direction {
            HorizontalDirection::Right => (pos.x, OBJECT_FIRERIGHT),
            HorizontalDirection::Left => {
                (pos.x - 2 * TILE_WIDTH as i32, OBJECT_FIRELEFT)
            }
        };
        let position = Rect::new(x, pos.y, sizes.width(), sizes.height());

        Actor::Fire(Self {
            tile,
            direction,
            state: State::Off,
            frame: RangedIterator::new(ANIMATION_LENGTH),
            position,
        })
    }
}

impl ActorExt for Fire {
    fn act(&mut self, p: ActParameters) {
        match self.state {
            State::Off => {
                if self.frame.finished_cycles() == CYCLES_OFF {
                    self.frame.reset(ANIMATION_LENGTH);
                    self.state = State::Ignition;
                    p.game_commands.add_sound(SoundIndex::TORCHON);
                }
            }
            State::Ignition => {
                if self.frame.finished_cycles() == CYCLES_IGNITION {
                    self.frame.reset(ANIMATION_LENGTH);
                    self.state = State::Burning;
                }
            }
            State::Burning => {
                if self.frame.finished_cycles() == CYCLES_BURNING {
                    self.frame.reset(ANIMATION_LENGTH);
                    self.state = State::Off;
                }
            }
        }

        self.frame.next();
    }

    fn render(&mut self, p: RenderParameters) -> Result<()> {
        let offset = self.frame.current();
        let (tile0, tile1, tile2) = match self.state {
            State::Off => (None, None, None),
            State::Ignition => {
                if offset > 0 {
                    match self.direction {
                        HorizontalDirection::Left => {
                            (None, None, Some(self.tile))
                        }
                        HorizontalDirection::Right => {
                            (Some(self.tile), None, None)
                        }
                    }
                } else {
                    (None, None, None)
                }
            }
            State::Burning => match self.direction {
                HorizontalDirection::Left => (
                    Some(self.tile + 3 + offset),
                    Some(self.tile + 1 + offset),
                    Some(self.tile + 1 + offset),
                ),
                HorizontalDirection::Right => (
                    Some(self.tile + 1 + offset),
                    Some(self.tile + 1 + offset),
                    Some(self.tile + 3 + offset),
                ),
            },
        };

        let mut pos = self.position.top_left();
        if let Some(tile) = tile0 {
            p.renderer.place_tile(tile, pos)?;
        }
        pos.x += p.sizes.width() as i32;
        if let Some(tile) = tile1 {
            p.renderer.place_tile(tile, pos)?;
        }
        pos.x += p.sizes.width() as i32;
        if let Some(tile) = tile2 {
            p.renderer.place_tile(tile, pos)?;
        }
        Ok(())
    }

    fn position(&self) -> Rect {
        self.position
    }

    fn is_in_foreground(&self) -> bool {
        true
    }

    fn hurts_hero(&self, hero: &Hero) -> bool {
        self.state == State::Burning
            && self.position.has_intersection(hero.position.geometry)
    }

    fn background_tile_strategy(&self) -> BackgroundTileStrategy {
        match self.direction {
            HorizontalDirection::Right => {
                BackgroundTileStrategy::CopyFromRight
            }
            HorizontalDirection::Left => {
                BackgroundTileStrategy::CopyFromLeft
            }
        }
    }
}