move Random "don't lock after choose" logic to a separate wheel item, "LEAP"
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@@ -54,6 +54,7 @@ CachedThemeMetricF CIRCLE_PERCENT ("MusicWheel","CirclePercent");
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#define SORT_MENU_COLOR THEME->GetMetricC("MusicWheel","SortMenuColor")
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#define SHOW_ROULETTE THEME->GetMetricB("MusicWheel","ShowRoulette")
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#define SHOW_RANDOM THEME->GetMetricB("MusicWheel","ShowRandom")
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#define SHOW_LEAP THEME->GetMetricB("MusicWheel","ShowLeap")
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CachedThemeMetricB USE_3D ("MusicWheel","Use3D");
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CachedThemeMetricI NUM_WHEEL_ITEMS_METRIC ("MusicWheel","NumWheelItems");
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#define NUM_WHEEL_ITEMS min( MAX_WHEEL_ITEMS, (int) NUM_WHEEL_ITEMS_METRIC )
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@@ -579,10 +580,15 @@ void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas
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}
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}
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if( so != SORT_ROULETTE && SHOW_ROULETTE )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
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if( so != SORT_ROULETTE && SHOW_RANDOM )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
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if( so != SORT_ROULETTE )
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{
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if( SHOW_ROULETTE )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
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if( SHOW_RANDOM )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
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if( SHOW_LEAP )
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arrayWheelItemDatas.push_back( WheelItemData(TYPE_LEAP, NULL, "", NULL, RageColor(1,0,0,1), SORT_INVALID) );
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}
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// HACK: Add extra stage item if it isn't already present on the music wheel
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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@@ -1257,6 +1263,9 @@ bool MusicWheel::Select() // return true if this selection ends the screen
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case TYPE_RANDOM:
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StartRandom();
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return false;
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case TYPE_LEAP:
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StartLeap();
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return false;
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case TYPE_SONG:
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if( !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
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UNLOCKMAN->UnlockSong( m_CurWheelItemData[m_iSelection]->m_pSong );
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@@ -1285,41 +1294,39 @@ void MusicWheel::StartRoulette()
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void MusicWheel::StartRandom()
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{
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if( PREFSMAN->m_bLockWheelAfterRandom )
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/* Shuffle the roulette wheel. */
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RandomGen rnd;
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random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
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SetOpenGroup("", SortOrder(SORT_ROULETTE));
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m_Moving = -1;
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m_TimeBeforeMovingBegins = 0;
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m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
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m_SpinSpeed *= 20.0f; /* faster! */
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m_WheelState = STATE_RANDOM_SPINNING;
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this->Select();
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RebuildMusicWheelItems();
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}
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void MusicWheel::StartLeap()
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{
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/* If we're in SORT_SORT_MENU or SORT_MODE_MENU, then the timer probably ran
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* out. Make sure we're in a sort with actual selections. */
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switch( GAMESTATE->m_SortOrder )
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{
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/* Shuffle the roulette wheel. */
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RandomGen rnd;
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random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
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SetOpenGroup("", SortOrder(SORT_ROULETTE));
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m_Moving = -1;
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m_TimeBeforeMovingBegins = 0;
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m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
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m_SpinSpeed *= 20.0f; /* faster! */
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m_WheelState = STATE_RANDOM_SPINNING;
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this->Select();
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RebuildMusicWheelItems();
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case SORT_SORT_MENU:
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case SORT_MODE_MENU:
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SetOpenGroup("", SortOrder(m_LastSortOrder));
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}
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else
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{
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/* If we're in SORT_SORT_MENU or SORT_MODE_MENU, then the timer probably ran
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* out. Make sure we're in a sort with actual selections. */
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switch( GAMESTATE->m_SortOrder )
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{
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case SORT_SORT_MENU:
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case SORT_MODE_MENU:
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SetOpenGroup("", SortOrder(m_LastSortOrder));
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}
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m_iSelection = rand() % m_CurWheelItemData.size();
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m_fPositionOffsetFromSelection = 0;
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m_WheelState = STATE_SELECTING_MUSIC;
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m_soundStart.Play();
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildMusicWheelItems();
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}
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m_iSelection = rand() % m_CurWheelItemData.size();
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m_fPositionOffsetFromSelection = 0;
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m_WheelState = STATE_SELECTING_MUSIC;
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m_soundStart.Play();
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SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
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RebuildMusicWheelItems();
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}
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void MusicWheel::SetOpenGroup(CString group, SortOrder so)
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