* Initializes all the elements in the Action Menu window. * @param game Pointer to the core game. * @param action Pointer to the action. * @param x Position on the x-axis. * @param y position on the y-axis. */
| 50 | * @param y position on the y-axis. |
| 51 | */ |
| 52 | ActionMenuState::ActionMenuState(Game *game, BattleAction *action, int x, int y) : State(game), _action(action) |
| 53 | { |
| 54 | _screen = false; |
| 55 | |
| 56 | // Set palette |
| 57 | setPalette("PAL_BATTLESCAPE"); |
| 58 | |
| 59 | for (int i = 0; i < 6; ++i) |
| 60 | { |
| 61 | _actionMenu[i] = new ActionMenuItem(i, _game, x, y); |
| 62 | add(_actionMenu[i]); |
| 63 | _actionMenu[i]->setVisible(false); |
| 64 | _actionMenu[i]->onMouseClick((ActionHandler)&ActionMenuState::btnActionMenuItemClick); |
| 65 | } |
| 66 | |
| 67 | // Build up the popup menu |
| 68 | int id = 0; |
| 69 | RuleItem *weapon = _action->weapon->getRules(); |
| 70 | |
| 71 | // throwing (if not a fixed weapon) |
| 72 | if (!weapon->isFixed()) |
| 73 | { |
| 74 | addItem(BA_THROW, "STR_THROW", &id); |
| 75 | } |
| 76 | |
| 77 | // priming |
| 78 | if ((weapon->getBattleType() == BT_GRENADE || weapon->getBattleType() == BT_PROXIMITYGRENADE) |
| 79 | && _action->weapon->getFuseTimer() == -1) |
| 80 | { |
| 81 | addItem(BA_PRIME, "STR_PRIME_GRENADE", &id); |
| 82 | } |
| 83 | |
| 84 | if (weapon->getBattleType() == BT_FIREARM) |
| 85 | { |
| 86 | if (weapon->isWaypoint() || (_action->weapon->getAmmoItem() && _action->weapon->getAmmoItem()->getRules()->isWaypoint())) |
| 87 | { |
| 88 | addItem(BA_LAUNCH, "STR_LAUNCH_MISSILE", &id); |
| 89 | } |
| 90 | else |
| 91 | { |
| 92 | if (weapon->getAccuracyAuto() != 0) |
| 93 | { |
| 94 | addItem(BA_AUTOSHOT, "STR_AUTO_SHOT", &id); |
| 95 | } |
| 96 | if (weapon->getAccuracySnap() != 0) |
| 97 | { |
| 98 | addItem(BA_SNAPSHOT, "STR_SNAP_SHOT", &id); |
| 99 | } |
| 100 | if (weapon->getAccuracyAimed() != 0) |
| 101 | { |
| 102 | addItem(BA_AIMEDSHOT, "STR_AIMED_SHOT", &id); |
| 103 | } |
| 104 | } |
| 105 | } |
| 106 | |
| 107 | if (weapon->getTUMelee()) |
| 108 | { |
| 109 | // stun rod |
nothing calls this directly
no test coverage detected