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},
    Hero, Result, Sizes, OBJECT_SPIKE, OBJECT_SPIKES_DOWN,
    OBJECT_SPIKES_UP,
};
use sdl2::rect::{Point, Rect};

#[derive(Debug)]
pub(crate) struct Spikes {
    touching_hero: bool,
    position: Rect,
    spike_type: SpikeType,
}

#[derive(Debug, Clone, Copy, PartialEq, Eq)]
pub enum SpikeType {
    SpikesUp,
    SpikesDown,
    SingleSpikeUp,
}

impl CreateActorWithDetails for Spikes {
    type Details = SpikeType;

    fn create_with_details(
        spike_type: SpikeType,
        pos: Point,
        sizes: &dyn Sizes,
        _tiles: &mut LevelTiles,
    ) -> Actor {
        Actor::Spikes(Self {
            touching_hero: false,
            position: Rect::new(
                pos.x,
                pos.y,
                sizes.width(),
                sizes.height(),
            ),
            spike_type,
        })
    }
}

impl ActorExt for Spikes {
    fn act(&mut self, p: ActParameters) {
        self.touching_hero =
            self.position.has_intersection(p.hero.position.geometry);
    }

    fn render(&mut self, p: RenderParameters) -> Result<()> {
        let tile = match self.spike_type {
            SpikeType::SpikesUp => OBJECT_SPIKES_UP,
            SpikeType::SpikesDown => OBJECT_SPIKES_DOWN,
            SpikeType::SingleSpikeUp if self.touching_hero => {
                OBJECT_SPIKE + 1
            }
            SpikeType::SingleSpikeUp => OBJECT_SPIKE,
        };
        p.renderer.place_tile(tile, self.position.top_left())?;
        Ok(())
    }

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

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

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

    fn background_tile_strategy(&self) -> BackgroundTileStrategy {
        match self.spike_type {
            SpikeType::SpikesUp | SpikeType::SingleSpikeUp => {
                BackgroundTileStrategy::CopyFromAbove
            }
            SpikeType::SpikesDown => BackgroundTileStrategy::CopyFromBelow,
        }
    }
}