use crate::{
actor::{
ActParameters, Actor, ActorExt, ActorMessageType,
CreateActorWithDetails, HeroInteractStartParameters,
RenderParameters,
},
hero::InventoryItem,
level::tiles::LevelTiles,
sound::SoundIndex,
Hero, KeyColor, RangedIterator, Result, Sizes, OBJECT_KEYHOLE_BLACK,
OBJECT_KEYHOLE_BLUE, OBJECT_KEYHOLE_GREEN, OBJECT_KEYHOLE_PINK,
OBJECT_KEYHOLE_RED,
};
use sdl2::rect::{Point, Rect};
#[derive(Debug)]
enum State {
Initial,
Opened,
}
#[derive(Debug)]
pub(crate) struct KeyHole {
tile: usize,
frame: RangedIterator,
state: State,
position: Rect,
color: KeyColor,
}
impl CreateActorWithDetails for KeyHole {
type Details = KeyColor;
fn create_with_details(
color: KeyColor,
pos: Point,
sizes: &dyn Sizes,
_tiles: &mut LevelTiles,
) -> Actor {
Actor::KeyHole(Self {
tile: OBJECT_KEYHOLE_BLACK,
frame: RangedIterator::new(8),
state: State::Initial,
position: Rect::new(
pos.x,
pos.y,
sizes.width(),
sizes.height(),
),
color,
})
}
}
impl ActorExt for KeyHole {
fn act(&mut self, _p: ActParameters) {
self.frame.next();
}
fn render(&mut self, p: RenderParameters) -> Result<()> {
let color_tile = match self.color {
KeyColor::Red => OBJECT_KEYHOLE_RED,
KeyColor::Blue => OBJECT_KEYHOLE_BLUE,
KeyColor::Pink => OBJECT_KEYHOLE_PINK,
KeyColor::Green => OBJECT_KEYHOLE_GREEN,
};
let tile = if self.frame.current() < self.frame.max_value() / 2 {
self.tile
} else {
color_tile
};
p.renderer.place_tile(tile, self.position.top_left())?;
Ok(())
}
fn hero_can_interact(&self, _hero: &Hero) -> bool {
true
}
fn hero_interact_start(&mut self, p: HeroInteractStartParameters) {
let required_item = InventoryItem::Key(self.color);
match self.state {
State::Initial => {
if p.hero.inventory.is_set(required_item) {
p.actor_message_queue
.push_back(ActorMessageType::OpenDoor(self.color));
self.frame.reset(1);
self.state = State::Opened;
p.hero.inventory.unset(required_item);
p.game_commands.add_sound(SoundIndex::OPENKEYDOOR);
} else {
p.info_message_queue.push_back(format!(
"You don't have the {} key.",
self.color.to_string()
));
}
}
State::Opened => {}
}
}
fn position(&self) -> Rect {
self.position
}
fn is_in_foreground(&self) -> bool {
false
}
}