Files
itgmania212121/stepmania/src/MusicWheel.cpp
T
2005-10-01 01:03:08 +00:00

1375 lines
40 KiB
C++

#include "global.h"
#include "MusicWheel.h"
#include "RageUtil.h"
#include "SongManager.h"
#include "GameManager.h"
#include "PrefsManager.h"
#include "ScreenManager.h" // for sending SM_PlayMusicSample
#include "RageLog.h"
#include "GameConstantsAndTypes.h"
#include "GameState.h"
#include "ThemeManager.h"
#include "song.h"
#include "Course.h"
#include "Steps.h"
#include "UnlockManager.h"
#include "GameCommand.h"
#include "ActorUtil.h"
#include "SongUtil.h"
#include "CourseUtil.h"
#include "Foreach.h"
#include "Style.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#define NUM_WHEEL_ITEMS ((int)ceil(NUM_WHEEL_ITEMS_TO_DRAW+2))
static CString SECTION_COLORS_NAME( size_t i ) { return ssprintf("SectionColor%d",int(i+1)); }
static CString CHOICE_NAME( CString s ) { return ssprintf("Choice%s",s.c_str()); }
AutoScreenMessage( SM_SongChanged ) // TODO: Replace this with a Message and MESSAGEMAN
AutoScreenMessage( SM_SortOrderChanging );
AutoScreenMessage( SM_SortOrderChanged );
const int MAX_WHEEL_SOUND_SPEED = 15;
static const SortOrder g_SongSortOrders[] =
{
SORT_GROUP,
SORT_TITLE,
SORT_BPM,
SORT_POPULARITY,
SORT_ARTIST,
SORT_GENRE,
};
const vector<SortOrder> SONG_SORT_ORDERS( g_SongSortOrders, g_SongSortOrders + ARRAYSIZE(g_SongSortOrders) );
MusicWheel::MusicWheel()
{
}
static SortOrder ForceAppropriateSort( PlayMode pm, SortOrder so )
{
switch( pm )
{
// in course modes, force a particular sort
case PLAY_MODE_ONI: return SORT_ONI_COURSES;
case PLAY_MODE_NONSTOP: return SORT_NONSTOP_COURSES;
case PLAY_MODE_ENDLESS: return SORT_ENDLESS_COURSES;
}
/* If we're not in a course mode, don't start in a course sort. */
switch( so )
{
case SORT_ONI_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ENDLESS_COURSES:
so = SORT_INVALID;
break;
}
return so;
}
void MusicWheel::Load( CString sType )
{
LOG->Trace( "MusicWheel::Load('%s')", sType.c_str() );
LoadFromMetrics( sType );
LoadVariables();
FOREACH( MusicWheelItem*, m_MusicWheelItems, i )
SAFE_DELETE( *i );
m_MusicWheelItems.clear();
MusicWheelItem *pTempl = new MusicWheelItem;
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
m_MusicWheelItems.push_back( new MusicWheelItem(*pTempl) );
SAFE_DELETE( pTempl );
LOG->Trace( "MusicWheel::Load('%s')", sType.c_str() );
if (GAMESTATE->m_pCurSong != NULL)
LOG->Trace( "Current Song: %s", GAMESTATE->m_pCurSong->GetSongDir().c_str() );
else
LOG->Trace( "Current Song: NULL" );
SONGMAN->UpdateRankingCourses();
m_soundChangeSort.Load( THEME->GetPathS(sType,"sort") );
m_soundExpand.Load( THEME->GetPathS(sType,"expand"), true );
m_WheelState = STATE_SELECTING;
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
// make the preferred group the group of the last song played.
if( GAMESTATE->m_sPreferredSongGroup == GROUP_ALL && !PREFSMAN->m_bPickExtraStage )
{
ASSERT(GAMESTATE->m_pCurSong);
GAMESTATE->m_sPreferredSongGroup.Set( GAMESTATE->m_pCurSong->m_sGroupName );
}
Song* pSong;
Steps* pSteps;
PlayerOptions po;
SongOptions so;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, &po, &so );
GAMESTATE->m_pCurSong.Set( pSong );
GAMESTATE->m_pPreferredSong = pSong;
FOREACH_HumanPlayer( p )
{
GAMESTATE->m_pCurSteps[p].Set( pSteps );
GAMESTATE->m_pPlayerState[p]->m_PlayerOptions = po;
GAMESTATE->m_PreferredDifficulty[p].Set( pSteps->GetDifficulty() );
}
GAMESTATE->m_SongOptions = so;
}
GAMESTATE->m_SortOrder.Set( GAMESTATE->m_PreferredSortOrder );
/* Never start in the mode menu; some elements may not initialize correctly. */
if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
GAMESTATE->m_SortOrder.Set( SORT_INVALID );
GAMESTATE->m_SortOrder.Set( ForceAppropriateSort(GAMESTATE->m_PlayMode, GAMESTATE->m_SortOrder) );
/* Only save the sort order if the player didn't already have one. If he did, don't
* overwrite it. */
if( GAMESTATE->m_PreferredSortOrder == SORT_INVALID )
GAMESTATE->m_PreferredSortOrder = GAMESTATE->m_SortOrder;
/* Update for SORT_MOST_PLAYED. */
SONGMAN->UpdateBest();
/* Sort SONGMAN's songs by CompareSongPointersByTitle, so we can do other sorts (with
* stable_sort) from its output, and title will be the secondary sort, without having
* to re-sort by title each time. */
SONGMAN->SortSongs();
RageTimer timer;
CString times;
/* Build all of the wheel item data. Do this after selecting
* the extra stage, so it knows to always display it. */
FOREACH_SortOrder( so )
{
BuildWheelItemDatas( m_WheelItemDatas[so], so );
times += ssprintf( "%i:%.3f ", so, timer.GetDeltaTime() );
}
LOG->Trace( "took: %s", times.c_str() );
/* Set m_LastModeMenuItem to the first item that matches the current mode. (Do this
* after building wheel item data.) */
{
const vector<WheelItemData> &from = m_WheelItemDatas[SORT_MODE_MENU];
for( unsigned i=0; i<from.size(); i++ )
if( from[i].m_Action.DescribesCurrentModeForAllPlayers() )
{
m_sLastModeMenuItem = from[i].m_Action.m_sName;
break;
}
}
// HACK: invalidate currently selected song in the case that it
// cannot be played due to lack of stages remaining
// checking for event mode shouldn't be necessary here
// but someone mentioned it does it sometimes.
if( GAMESTATE->m_pCurSong != NULL &&
SongManager::GetNumStagesForSong( GAMESTATE->m_pCurSong ) + GAMESTATE->m_iCurrentStageIndex > PREFSMAN->m_iSongsPerPlay
&& !GAMESTATE->IsEventMode()
&& !GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2() )
{
GAMESTATE->m_pCurSong.Set( NULL );
}
// Select the the previously selected song (if any)
if( !SelectSongOrCourse() )
SetOpenGroup("");
// rebuild the WheelItems that appear on screen
RebuildAllMusicWheelItems();
}
void MusicWheel::LoadFromMetrics( CString sType )
{
WheelBase::LoadFromMetrics(sType);
ROULETTE_SWITCH_SECONDS .Load(sType,"RouletteSwitchSeconds");
ROULETTE_SLOW_DOWN_SWITCHES .Load(sType,"RouletteSlowDownSwitches");
NUM_SECTION_COLORS .Load(sType,"NumSectionColors");
SONG_REAL_EXTRA_COLOR .Load(sType,"SongRealExtraColor");
SORT_MENU_COLOR .Load(sType,"SortMenuColor");
SHOW_ROULETTE .Load(sType,"ShowRoulette");
SHOW_RANDOM .Load(sType,"ShowRandom");
SHOW_PORTAL .Load(sType,"ShowPortal");
RANDOM_PICKS_LOCKED_SONGS .Load(sType,"RandomPicksLockedSongs");
MOST_PLAYED_SONGS_TO_SHOW .Load(sType,"MostPlayedSongsToShow");
MODE_MENU_CHOICE_NAMES .Load(sType,"ModeMenuChoiceNames");
vector<CString> vsModeChoiceNames;
split( MODE_MENU_CHOICE_NAMES, ",", vsModeChoiceNames );
CHOICE .Load(sType,CHOICE_NAME,vsModeChoiceNames);
SECTION_COLORS .Load(sType,SECTION_COLORS_NAME,NUM_SECTION_COLORS);
}
MusicWheel::~MusicWheel()
{
FOREACH( MusicWheelItem*, m_MusicWheelItems, i )
SAFE_DELETE( *i );
m_MusicWheelItems.clear();
}
/* If a song or course is set in GAMESTATE and available, select it. Otherwise, choose the
* first available song or course. Return true if an item was set, false if no items are
* available. */
bool MusicWheel::SelectSongOrCourse()
{
if( GAMESTATE->m_pPreferredSong && SelectSong( GAMESTATE->m_pPreferredSong ) )
return true;
if( GAMESTATE->m_pCurSong && SelectSong( GAMESTATE->m_pCurSong ) )
return true;
if( GAMESTATE->m_pPreferredCourse && SelectCourse( GAMESTATE->m_pPreferredCourse ) )
return true;
if( GAMESTATE->m_pCurCourse && SelectCourse( GAMESTATE->m_pCurCourse ) )
return true;
// Select the first selectable song based on the sort order...
vector<WheelItemData> &wiWheelItems = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( unsigned i = 0; i < wiWheelItems.size(); i++ )
{
if( wiWheelItems[i].m_pSong )
return SelectSong( wiWheelItems[i].m_pSong );
else if ( wiWheelItems[i].m_pCourse )
return SelectCourse( wiWheelItems[i].m_pCourse );
}
LOG->Trace( "MusicWheel::MusicWheel() - No selectable songs or courses found in WheelData" );
return false;
}
bool MusicWheel::SelectSection( const CString & SectionName )
{
unsigned int i;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_sText == SectionName )
{
m_iSelection = i; // select it
break;
}
}
if ( i == m_CurWheelItemData.size() )
return false;
return true;
}
bool MusicWheel::SelectSong( Song *p )
{
if(p == NULL)
return false;
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pSong == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sText);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pSong == p )
m_iSelection = i; // select it
}
return true;
}
bool MusicWheel::SelectCourse( Course *p )
{
if(p == NULL)
return false;
GAMESTATE->m_pCurCourse.Set( p );
unsigned i;
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( i=0; i<from.size(); i++ )
{
if( from[i].m_pCourse == p )
{
// make its group the currently expanded group
SetOpenGroup(from[i].m_sText);
break;
}
}
if(i == from.size())
return false;
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_pCourse == p )
m_iSelection = i; // select it
}
return true;
}
bool MusicWheel::SelectModeMenuItem()
{
/* Select the last-chosen option. */
const vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
unsigned i;
for( i=0; i<from.size(); i++ )
{
const GameCommand &gc = from[i].m_Action;
if( gc.m_sName == m_sLastModeMenuItem )
break;
}
if( i == from.size() )
return false;
// make its group the currently expanded group
SetOpenGroup( from[i].m_sText );
for( i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i]->m_Action.m_sName != m_sLastModeMenuItem )
continue;
m_iSelection = i; // select it
break;
}
return true;
}
void MusicWheel::GetSongList(vector<Song*> &arraySongs, SortOrder so, CString sPreferredGroup )
{
vector<Song*> apAllSongs;
// if( so==SORT_PREFERRED && GAMESTATE->m_sPreferredGroup!=GROUP_ALL)
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredGroup, GAMESTATE->GetNumStagesLeft() );
// else
// SONGMAN->GetSongs( apAllSongs, GAMESTATE->GetNumStagesLeft() );
if( so == SORT_POPULARITY )
SONGMAN->GetBestSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
else
SONGMAN->GetSongs( apAllSongs, GAMESTATE->m_sPreferredSongGroup, GAMESTATE->GetNumStagesLeft() );
// copy only songs that have at least one Steps for the current GameMode
for( unsigned i=0; i<apAllSongs.size(); i++ )
{
Song* pSong = apAllSongs[i];
/* If we're on an extra stage, and this song is selected, ignore #SELECTABLE. */
if( pSong != GAMESTATE->m_pCurSong ||
(!GAMESTATE->IsExtraStage() && !GAMESTATE->IsExtraStage2()) )
{
/* Hide songs that asked to be hidden via #SELECTABLE. */
if( so!=SORT_ROULETTE && !pSong->NormallyDisplayed() )
continue;
if( so!=SORT_ROULETTE && UNLOCKMAN->SongIsRouletteOnly( pSong ) )
continue;
/* Don't show in roulette if #SELECTABLE:NO. */
if( so==SORT_ROULETTE && !pSong->RouletteDisplayed() )
continue;
}
/* Hide locked songs. If RANDOM_PICKS_LOCKED_SONGS, hide in Roulette and Random,
* too. */
if( (so!=SORT_ROULETTE || !RANDOM_PICKS_LOCKED_SONGS) && UNLOCKMAN->SongIsLocked(pSong) )
continue;
// If the song has at least one steps, add it.
if( pSong->HasStepsType(GAMESTATE->GetCurrentStyle()->m_StepsType) )
arraySongs.push_back( pSong );
}
/* Hack: Add extra stage item if it was eliminated for any reason (eg. it's a long
* song). */
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Steps* pSteps;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, NULL, NULL );
if( find( arraySongs.begin(), arraySongs.end(), pSong ) == arraySongs.end() )
arraySongs.push_back( pSong );
}
}
void MusicWheel::BuildWheelItemDatas( vector<WheelItemData> &arrayWheelItemDatas, SortOrder so )
{
switch( so )
{
case SORT_MODE_MENU:
{
arrayWheelItemDatas.clear(); // clear out the previous wheel items
vector<CString> vsNames;
split( MODE_MENU_CHOICE_NAMES, ",", vsNames );
for( unsigned i=0; i<vsNames.size(); ++i )
{
WheelItemData wid( TYPE_SORT, NULL, "", NULL, SORT_MENU_COLOR );
wid.m_sLabel = vsNames[i];
wid.m_Action.Load( i, ParseCommands(CHOICE.GetValue(vsNames[i])) );
wid.m_sLabel = wid.m_Action.m_sName;
switch( so )
{
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
/* Don't display course modes after the first stage. */
if( !GAMESTATE->IsEventMode() && GAMESTATE->m_iCurrentStageIndex )
continue;
}
if( !wid.m_Action.IsPlayable() )
continue;
arrayWheelItemDatas.push_back( wid );
}
break;
}
case SORT_PREFERRED:
case SORT_ROULETTE:
case SORT_GROUP:
case SORT_TITLE:
case SORT_BPM:
case SORT_POPULARITY:
case SORT_TOP_GRADES:
case SORT_ARTIST:
case SORT_GENRE:
case SORT_EASY_METER:
case SORT_MEDIUM_METER:
case SORT_HARD_METER:
case SORT_CHALLENGE_METER:
{
///////////////////////////////////
// Make an array of Song*, then sort them
///////////////////////////////////
vector<Song*> arraySongs;
GetSongList(arraySongs, so, GAMESTATE->m_sPreferredSongGroup );
bool bUseSections = true;
// sort the songs
switch( so )
{
case SORT_PREFERRED:
case SORT_ROULETTE:
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
if( (bool)PREFSMAN->m_bPreferredSortUsesGroups )
stable_sort( arraySongs.begin(), arraySongs.end(), SongUtil::CompareSongPointersByGroup );
bUseSections = false;
break;
case SORT_GROUP:
SongUtil::SortSongPointerArrayByGroupAndTitle( arraySongs );
bUseSections = GAMESTATE->m_sPreferredSongGroup == GROUP_ALL;
break;
case SORT_TITLE:
SongUtil::SortSongPointerArrayByTitle( arraySongs );
break;
case SORT_BPM:
SongUtil::SortSongPointerArrayByBPM( arraySongs );
break;
case SORT_POPULARITY:
if( (int) arraySongs.size() > MOST_PLAYED_SONGS_TO_SHOW )
arraySongs.erase( arraySongs.begin()+MOST_PLAYED_SONGS_TO_SHOW, arraySongs.end() );
bUseSections = false;
break;
case SORT_TOP_GRADES:
SongUtil::SortSongPointerArrayByGrades( arraySongs, true );
break;
case SORT_ARTIST:
SongUtil::SortSongPointerArrayByArtist( arraySongs );
break;
case SORT_GENRE:
SongUtil::SortSongPointerArrayByGenre( arraySongs );
break;
case SORT_EASY_METER:
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_EASY );
break;
case SORT_MEDIUM_METER:
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_MEDIUM );
break;
case SORT_HARD_METER:
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_HARD );
break;
case SORT_CHALLENGE_METER:
SongUtil::SortSongPointerArrayByMeter( arraySongs, DIFFICULTY_CHALLENGE );
break;
default:
ASSERT(0); // unhandled SortOrder
}
///////////////////////////////////
// Build an array of WheelItemDatas from the sorted list of Song*'s
///////////////////////////////////
arrayWheelItemDatas.clear(); // clear out the previous wheel items
arrayWheelItemDatas.reserve( arraySongs.size() );
switch( PREFSMAN->m_MusicWheelUsesSections )
{
case PrefsManager::NEVER:
bUseSections = false;
break;
case PrefsManager::ABC_ONLY:
if( so != SORT_TITLE && so != SORT_GROUP )
bUseSections = false;
break;
}
if( bUseSections )
{
// Sorting twice isn't necessary. Instead, modify the compatator functions
// in Song.cpp to have the desired effect. -Chris
/* Keeping groups together with the sorts is tricky and brittle; we
* keep getting OTHER split up without this. However, it puts the
* Grade and BPM sorts in the wrong order, and they're already correct,
* so don't re-sort for them. */
/* We're using sections, so use the section name as the top-level sort. */
if( so != SORT_TOP_GRADES && so != SORT_BPM )
SongUtil::SortSongPointerArrayBySectionName(arraySongs, so);
// make WheelItemDatas with sections
CString sLastSection = "";
int iSectionColorIndex = 0;
for( unsigned i=0; i< arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
CString sThisSection = SongUtil::GetSectionNameFromSongAndSort( pSong, so );
if( sThisSection != sLastSection )
{
// new section, make a section item
RageColor colorSection = (so==SORT_GROUP) ? SONGMAN->GetSongGroupColor(pSong->m_sGroupName) : SECTION_COLORS.GetValue(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, colorSection) );
sLastSection = sThisSection;
}
arrayWheelItemDatas.push_back( WheelItemData( TYPE_SONG, pSong, sThisSection, NULL, SONGMAN->GetSongColor(pSong)) );
}
}
else
{
for( unsigned i=0; i<arraySongs.size(); i++ )
{
Song* pSong = arraySongs[i];
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SONG, pSong, "", NULL, SONGMAN->GetSongColor(pSong)) );
}
}
if( so != SORT_ROULETTE )
{
if( SHOW_ROULETTE )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_ROULETTE, NULL, "", NULL, RageColor(1,0,0,1)) );
/* Only add TYPE_PORTAL if there's at least one song on the list. */
bool bFoundAnySong = false;
for( unsigned i=0; !bFoundAnySong && i < arrayWheelItemDatas.size(); i++ )
if( arrayWheelItemDatas[i].m_Type == TYPE_SONG )
bFoundAnySong = true;
if( SHOW_RANDOM && bFoundAnySong )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_RANDOM, NULL, "", NULL, RageColor(1,0,0,1)) );
if( SHOW_PORTAL && bFoundAnySong )
arrayWheelItemDatas.push_back( WheelItemData(TYPE_PORTAL, NULL, "", NULL, RageColor(1,0,0,1)) );
}
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
{
Song* pSong;
Steps* pSteps;
SONGMAN->GetExtraStageInfo( GAMESTATE->IsExtraStage2(), GAMESTATE->GetCurrentStyle(), pSong, pSteps, NULL, NULL );
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
if( arrayWheelItemDatas[i].m_pSong == pSong )
{
/* Change the song color. */
arrayWheelItemDatas[i].m_color = SONG_REAL_EXTRA_COLOR;
break;
}
}
}
break;
}
case SORT_ALL_COURSES:
case SORT_NONSTOP_COURSES:
case SORT_ONI_COURSES:
case SORT_ENDLESS_COURSES:
{
vector<Course*> apCourses;
switch( so )
{
case SORT_NONSTOP_COURSES:
SONGMAN->GetCourses( COURSE_TYPE_NONSTOP, apCourses, PREFSMAN->m_bAutogenGroupCourses );
break;
case SORT_ONI_COURSES:
SONGMAN->GetCourses( COURSE_TYPE_ONI, apCourses, PREFSMAN->m_bAutogenGroupCourses );
SONGMAN->GetCourses( COURSE_TYPE_SURVIVAL, apCourses, PREFSMAN->m_bAutogenGroupCourses );
break;
case SORT_ENDLESS_COURSES:
SONGMAN->GetCourses( COURSE_TYPE_ENDLESS, apCourses, PREFSMAN->m_bAutogenGroupCourses );
break;
case SORT_ALL_COURSES:
SONGMAN->GetAllCourses( apCourses, PREFSMAN->m_bAutogenGroupCourses );
break;
default: ASSERT(0); break;
}
if( PREFSMAN->m_CourseSortOrder == PrefsManager::COURSE_SORT_SONGS )
{
CourseUtil::SortCoursePointerArrayByDifficulty( apCourses );
}
else
{
switch( PREFSMAN->m_CourseSortOrder )
{
case PrefsManager::COURSE_SORT_METER:
CourseUtil::SortCoursePointerArrayByAvgDifficulty( apCourses );
break;
case PrefsManager::COURSE_SORT_METER_SUM:
CourseUtil::SortCoursePointerArrayByTotalDifficulty( apCourses );
break;
case PrefsManager::COURSE_SORT_RANK:
CourseUtil::SortCoursePointerArrayByRanking( apCourses );
break;
default: ASSERT(0);
}
// since we can't agree, make it an option
if( PREFSMAN->m_bMoveRandomToEnd )
CourseUtil::MoveRandomToEnd( apCourses );
}
if( so == SORT_ALL_COURSES )
CourseUtil::SortCoursePointerArrayByType( apCourses );
arrayWheelItemDatas.clear(); // clear out the previous wheel items
CString sLastSection = "";
int iSectionColorIndex = 0;
for( unsigned i=0; i<apCourses.size(); i++ ) // foreach course
{
Course* pCourse = apCourses[i];
// if unlocks are on, make sure it is unlocked
if ( UNLOCKMAN->CourseIsLocked(pCourse) )
continue;
CString sThisSection = "";
if( so == SORT_ALL_COURSES )
{
switch( pCourse->GetPlayMode() )
{
case PLAY_MODE_ONI: sThisSection = "Oni"; break;
case PLAY_MODE_NONSTOP: sThisSection = "Nonstop"; break;
case PLAY_MODE_ENDLESS: sThisSection = "Endless"; break;
}
}
// check that this course has at least one song playable in the current style
if( !pCourse->IsPlayableIn(GAMESTATE->GetCurrentStyle()->m_StepsType) )
continue;
if( sThisSection != sLastSection ) // new section, make a section item
{
RageColor c = SECTION_COLORS.GetValue(iSectionColorIndex);
iSectionColorIndex = (iSectionColorIndex+1) % NUM_SECTION_COLORS;
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, sThisSection, NULL, c) );
sLastSection = sThisSection;
}
RageColor c = ( pCourse->m_sGroupName.size() == 0 ) ? pCourse->GetColor() : pCourse->GetColor() * SONGMAN->GetCourseColor(pCourse);
arrayWheelItemDatas.push_back( WheelItemData(TYPE_COURSE, NULL, sThisSection, pCourse, c) );
}
break;
}
}
// init music status icons
for( unsigned i=0; i<arrayWheelItemDatas.size(); i++ )
{
Song* pSong = arrayWheelItemDatas[i].m_pSong;
if( pSong == NULL )
continue;
WheelItemData& WID = arrayWheelItemDatas[i];
WID.m_Flags.bHasBeginnerOr1Meter = pSong->IsEasy( GAMESTATE->GetCurrentStyle()->m_StepsType );
WID.m_Flags.bEdits = pSong->HasEdits( GAMESTATE->GetCurrentStyle()->m_StepsType );
WID.m_Flags.iStagesForSong = SongManager::GetNumStagesForSong( pSong );
}
// init crowns
if( so == SORT_POPULARITY )
{
// init crown icons
for( unsigned i=0; i< min(3u,arrayWheelItemDatas.size()); i++ )
{
WheelItemData& WID = arrayWheelItemDatas[i];
WID.m_Flags.iPlayersBestNumber = i+1;
}
}
if( arrayWheelItemDatas.empty() )
{
arrayWheelItemDatas.push_back( WheelItemData(TYPE_SECTION, NULL, "- EMPTY -", NULL, RageColor(1,0,0,1)) );
}
}
void MusicWheel::RebuildAllMusicWheelItems()
{
RebuildMusicWheelItems( INT_MAX );
}
void MusicWheel::RebuildMusicWheelItems( int iDist )
{
const vector<WheelItemData *> &data = m_CurWheelItemData;
vector<MusicWheelItem *> &items = m_MusicWheelItems;
// rewind to first index that will be displayed;
int iFirstVisibleIndex = m_iSelection;
if( m_iSelection > int(data.size()-1) )
m_iSelection = 0;
// find the first wheel item shown
iFirstVisibleIndex -= NUM_WHEEL_ITEMS/2;
ASSERT(data.size());
wrap( iFirstVisibleIndex, data.size() );
// iIndex is now the index of the lowest WheelItem to draw
if( iDist == INT_MAX )
{
// Refresh all
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
int iIndex = iFirstVisibleIndex + i;
wrap( iIndex, data.size() );
WheelItemData *pData = data[iIndex];
MusicWheelItem *pDisplay = items[i];
bool bExpanded = (pData->m_Type == TYPE_SECTION) ? (pData->m_sText == m_sExpandedSectionName) : false;
pDisplay->LoadFromWheelItemData( pData, bExpanded );
}
}
else
{
// Shift items and refresh only those that have changed.
CircularShift( items, iDist );
if( iDist > 0 )
{
for( int i=NUM_WHEEL_ITEMS-iDist; i<NUM_WHEEL_ITEMS; i++ )
{
int iIndex = iFirstVisibleIndex + i;
wrap( iIndex, data.size() );
WheelItemData *pData = data[iIndex];
MusicWheelItem *pDisplay = items[i];
bool bExpanded = (pData->m_Type == TYPE_SECTION) ? (pData->m_sText == m_sExpandedSectionName) : false;
pDisplay->LoadFromWheelItemData( pData, bExpanded );
}
}
else if( iDist < 0 )
{
for( int i=0; i < -iDist; i++ )
{
int iIndex = iFirstVisibleIndex + i;
wrap( iIndex, data.size() );
WheelItemData *pData = data[iIndex];
MusicWheelItem *pDisplay = items[i];
bool bExpanded = (pData->m_Type == TYPE_SECTION) ? (pData->m_sText == m_sExpandedSectionName) : false;
pDisplay->LoadFromWheelItemData( pData, bExpanded );
}
}
}
}
void MusicWheel::NotesOrTrailChanged( PlayerNumber pn ) // update grade graphics and top score
{
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
MusicWheelItem *display = m_MusicWheelItems[i];
display->RefreshGrades();
}
}
void MusicWheel::DrawItem( int i )
{
const float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
if( fabsf(fThisBannerPositionOffsetFromSelection) > NUM_WHEEL_ITEMS_TO_DRAW/2 )
return;
MusicWheelItem *display = m_MusicWheelItems[i];
switch( m_WheelState )
{
case STATE_SELECTING:
case STATE_ROULETTE_SPINNING:
case STATE_ROULETTE_SLOWING_DOWN:
case STATE_RANDOM_SPINNING:
{
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
}
break;
}
WheelBase::DrawItem(i, display, fThisBannerPositionOffsetFromSelection);
}
void MusicWheel::UpdateItems(float fDeltaTime )
{
for( unsigned i=0; i<unsigned(NUM_WHEEL_ITEMS); i++ )
{
MusicWheelItem *display = m_MusicWheelItems[i];
display->Update( fDeltaTime );
}
}
void MusicWheel::UpdateSwitch()
{
switch( m_WheelState )
{
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
{
Song* pPrevSelectedSong = m_CurWheelItemData[m_iSelection]->m_pSong;
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanged, 0 );
SetOpenGroup(SongUtil::GetSectionNameFromSongAndSort( pPrevSelectedSong, GAMESTATE->m_SortOrder ));
m_iSelection = 0;
//
// Select the previously selected item
//
switch( GAMESTATE->m_SortOrder )
{
default:
// Look for the last selected song or course
SelectSongOrCourse();
break;
case SORT_MODE_MENU:
SelectModeMenuItem();
break;
}
//
// Change difficulty for sorts by meter - XXX: do this with GameCommand?
//
Difficulty dc = DIFFICULTY_INVALID;
switch( GAMESTATE->m_SortOrder )
{
case SORT_EASY_METER: dc = DIFFICULTY_EASY; break;
case SORT_MEDIUM_METER: dc = DIFFICULTY_MEDIUM; break;
case SORT_HARD_METER: dc = DIFFICULTY_HARD; break;
case SORT_CHALLENGE_METER: dc = DIFFICULTY_CHALLENGE; break;
}
if( dc != DIFFICULTY_INVALID )
{
FOREACH_PlayerNumber( p )
if( GAMESTATE->IsPlayerEnabled(p) )
GAMESTATE->m_PreferredDifficulty[p].Set( dc );
}
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
RebuildAllMusicWheelItems();
TweenOnScreen(true);
m_WheelState = STATE_FLYING_ON_AFTER_NEXT_SORT;
SCREENMAN->ZeroNextUpdate();
}
break;
case STATE_FLYING_ON_AFTER_NEXT_SORT:
m_WheelState = STATE_SELECTING; // now, wait for input
break;
case STATE_TWEENING_ON_SCREEN:
m_fTimeLeftInState = 0;
if( (GAMESTATE->IsExtraStage() && !PREFSMAN->m_bPickExtraStage) || GAMESTATE->IsExtraStage2() )
{
m_WheelState = STATE_LOCKED;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
}
else
{
m_WheelState = STATE_SELECTING;
}
break;
case STATE_TWEENING_OFF_SCREEN:
m_WheelState = STATE_WAITING_OFF_SCREEN;
m_fTimeLeftInState = 0;
break;
case STATE_SELECTING:
m_fTimeLeftInState = 0;
break;
case STATE_ROULETTE_SPINNING:
case STATE_RANDOM_SPINNING:
break;
case STATE_WAITING_OFF_SCREEN:
break;
case STATE_LOCKED:
break;
case STATE_ROULETTE_SLOWING_DOWN:
if( m_iSwitchesLeftInSpinDown == 0 )
{
m_WheelState = STATE_LOCKED;
m_fTimeLeftInState = 0;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
/* Send this again so the screen starts sample music. */
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
}
else
{
m_iSwitchesLeftInSpinDown--;
const float SwitchTimes[] = { 0.5f, 1.3f, 0.8f, 0.4f, 0.2f };
ASSERT(m_iSwitchesLeftInSpinDown >= 0 && m_iSwitchesLeftInSpinDown <= 4);
m_fTimeLeftInState = SwitchTimes[m_iSwitchesLeftInSpinDown];
LOG->Trace( "m_iSwitchesLeftInSpinDown id %d, m_fTimeLeftInState is %f", m_iSwitchesLeftInSpinDown, m_fTimeLeftInState );
if( m_iSwitchesLeftInSpinDown < 2 )
ChangeMusic(randomf(0,1) >= 0.5f? 1:-1);
else
ChangeMusic(1);
}
break;
default:
ASSERT(0); // all state changes should be handled explicitly
break;
}
}
void MusicWheel::ChangeMusic( int iDist )
{
m_iSelection += iDist;
wrap( m_iSelection, m_CurWheelItemData.size() );
RebuildMusicWheelItems( iDist );
m_fPositionOffsetFromSelection += iDist;
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
/* If we're moving automatically, don't play this; it'll be called in Update. */
if(!IsMoving())
m_soundChangeMusic.Play();
}
bool MusicWheel::ChangeSort( SortOrder new_so ) // return true if change successful
{
ASSERT( new_so < NUM_SORT_ORDERS );
if( GAMESTATE->m_SortOrder == new_so )
return false;
/* Don't change to SORT_MODE_MENU if it doesn't have at least two choices. */
if( new_so == SORT_MODE_MENU && m_WheelItemDatas[new_so].size() < 2 )
return false;
switch( m_WheelState )
{
case STATE_SELECTING:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
break; // fall through
default:
return false; // don't continue
}
SCREENMAN->PostMessageToTopScreen( SM_SortOrderChanging, 0 );
m_soundChangeSort.Play();
TweenOffScreen(true);
/* Save the new preference. */
if( IsSongSort(new_so) )
GAMESTATE->m_PreferredSortOrder = new_so;
GAMESTATE->m_SortOrder.Set( new_so );
m_WheelState = STATE_FLYING_OFF_BEFORE_NEXT_SORT;
return true;
}
bool MusicWheel::NextSort() // return true if change successful
{
// don't allow NextSort when on the sort menu or mode menu
if( GAMESTATE->m_SortOrder == SORT_MODE_MENU )
return false;
// find the index of the current sort
int cur = 0;
while( cur < int(SONG_SORT_ORDERS.size()) && SONG_SORT_ORDERS[cur] != GAMESTATE->m_SortOrder )
++cur;
// move to the next sort with wrapping
++cur;
wrap( cur, SONG_SORT_ORDERS.size() );
// apply new sort
SortOrder soNew = SONG_SORT_ORDERS[cur];
return ChangeSort( soNew );
}
bool MusicWheel::Select() // return true if this selection ends the screen
{
LOG->Trace( "MusicWheel::Select()" );
switch( m_WheelState )
{
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
case STATE_ROULETTE_SLOWING_DOWN:
return false;
}
m_Moving = 0;
if( m_WheelState == STATE_ROULETTE_SPINNING )
{
m_WheelState = STATE_ROULETTE_SLOWING_DOWN;
m_iSwitchesLeftInSpinDown = ROULETTE_SLOW_DOWN_SWITCHES/2+1 + rand()%(ROULETTE_SLOW_DOWN_SWITCHES/2);
m_fTimeLeftInState = 0.1f;
return false;
}
if( m_WheelState == STATE_RANDOM_SPINNING )
{
m_fPositionOffsetFromSelection = max(m_fPositionOffsetFromSelection, 0.3f);
m_WheelState = STATE_LOCKED;
SCREENMAN->PlayStartSound();
m_fLockedWheelVelocity = 0;
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
return false;
}
switch( m_CurWheelItemData[m_iSelection]->m_Type )
{
case TYPE_SECTION:
{
CString sThisItemSectionName = m_CurWheelItemData[m_iSelection]->m_sText;
if( m_sExpandedSectionName == sThisItemSectionName ) // already expanded
m_sExpandedSectionName = ""; // collapse it
else // already collapsed
m_sExpandedSectionName = sThisItemSectionName; // expand it
m_soundExpand.Play();
SetOpenGroup(m_sExpandedSectionName);
}
return false;
case TYPE_ROULETTE:
StartRoulette();
return false;
case TYPE_RANDOM:
StartRandom();
return false;
case TYPE_SONG:
case TYPE_COURSE:
case TYPE_PORTAL:
return true;
case TYPE_SORT:
LOG->Trace("New sort order selected: %s - %s",
m_CurWheelItemData[m_iSelection]->m_sLabel.c_str(),
SortOrderToString(m_CurWheelItemData[m_iSelection]->m_Action.m_SortOrder).c_str() );
m_CurWheelItemData[m_iSelection]->m_Action.ApplyToAllPlayers();
ChangeSort( GAMESTATE->m_PreferredSortOrder );
m_sLastModeMenuItem = m_CurWheelItemData[m_iSelection]->m_Action.m_sName;
return false;
default:
ASSERT(0);
return false;
}
}
void MusicWheel::StartRoulette()
{
m_WheelState = STATE_ROULETTE_SPINNING;
m_Moving = 1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
SetOpenGroup("", SORT_ROULETTE);
}
void MusicWheel::StartRandom()
{
/* If RANDOM_PICKS_LOCKED_SONGS is disabled, pick a song from the active sort and
* section. If enabled, picking from the section makes it too easy to trick the
* game into picking a locked song, so pick from SORT_ROULETTE. */
if( RANDOM_PICKS_LOCKED_SONGS )
{
/* Shuffle and use the roulette wheel. */
RandomGen rnd;
random_shuffle( m_WheelItemDatas[SORT_ROULETTE].begin(), m_WheelItemDatas[SORT_ROULETTE].end(), rnd );
SetOpenGroup( "", SORT_ROULETTE );
}
else
{
SetOpenGroup( "", GAMESTATE->m_PreferredSortOrder );
}
m_Moving = -1;
m_TimeBeforeMovingBegins = 0;
m_SpinSpeed = 1.0f/ROULETTE_SWITCH_SECONDS;
m_SpinSpeed *= 20.0f; /* faster! */
m_WheelState = STATE_RANDOM_SPINNING;
SelectSong( GetPreferredSelectionForRandomOrPortal() );
this->Select();
RebuildAllMusicWheelItems();
}
void MusicWheel::SetOpenGroup(CString group, SortOrder so)
{
if( so != SORT_INVALID )
GAMESTATE->m_SortOrder.Set( so );
m_sExpandedSectionName = group;
WheelItemData *old = NULL;
if(!m_CurWheelItemData.empty())
old = m_CurWheelItemData[m_iSelection];
m_CurWheelItemData.clear();
vector<WheelItemData> &from = m_WheelItemDatas[GAMESTATE->m_SortOrder];
for( unsigned i = 0; i < from.size(); ++i )
{
WheelItemData &d = from[i];
if( (d.m_Type == TYPE_SONG || d.m_Type == TYPE_COURSE) &&
!d.m_sText.empty() &&
d.m_sText != group )
continue;
/* Only show tutorial songs in arcade */
if( GAMESTATE->m_PlayMode!=PLAY_MODE_REGULAR &&
d.m_pSong &&
d.m_pSong->IsTutorial() )
continue;
m_CurWheelItemData.push_back(&d);
}
//
// Try to select the item that was selected before changing groups
//
m_iSelection = 0;
for( unsigned i=0; i<m_CurWheelItemData.size(); i++ )
{
if( m_CurWheelItemData[i] == old )
{
m_iSelection=i;
break;
}
}
RebuildAllMusicWheelItems();
}
bool MusicWheel::IsRouletting() const
{
return m_WheelState == STATE_ROULETTE_SPINNING || m_WheelState == STATE_ROULETTE_SLOWING_DOWN ||
m_WheelState == STATE_RANDOM_SPINNING;
}
void MusicWheel::TweenOnScreenUpdateItems(bool changing_sort) {
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
MusicWheelItem *display = m_MusicWheelItems[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
COMMAND( display, "StartOn");
const float delay = fabsf(i-WHEEL_ITEM_ON_DELAY_CENTER) * WHEEL_ITEM_ON_DELAY_OFFSET;
display->BeginTweening( delay ); // sleep
COMMAND( display, "FinishOn");
if( changing_sort )
display->HurryTweening( 0.25f );
}
}
void MusicWheel::TweenOffScreenUpdateItems(bool changing_sort) {
for( int i=0; i<NUM_WHEEL_ITEMS; i++ )
{
MusicWheelItem *display = m_MusicWheelItems[i];
float fThisBannerPositionOffsetFromSelection = i - NUM_WHEEL_ITEMS/2 + m_fPositionOffsetFromSelection;
SetItemPosition( *display, fThisBannerPositionOffsetFromSelection );
COMMAND( display, "StartOff");
const float delay = fabsf(i-WHEEL_ITEM_OFF_DELAY_CENTER) * WHEEL_ITEM_OFF_DELAY_OFFSET;
display->BeginTweening( delay ); // sleep
COMMAND( display, "FinishOff");
if( changing_sort )
display->HurryTweening( 0.25f );
}
}
bool MusicWheel::MoveSpecific(int n)
{
/* If we're not selecting, discard this. We won't ignore it; we'll
* get called again every time the key is repeated. */
/* Still process Move(0) so we sometimes continue moving immediate
* after the sort change finished and before the repeat event causes a
* Move(0). -Chris */
switch( m_WheelState )
{
case STATE_SELECTING:
break;
case STATE_FLYING_OFF_BEFORE_NEXT_SORT:
case STATE_FLYING_ON_AFTER_NEXT_SORT:
if( n!= 0 )
return false;
break;
default:
return false; // don't continue
}
if(m_Moving != 0 && n == 0 && m_TimeBeforeMovingBegins == 0)
{
/* We were moving, and now we're stopping. If we're really close to
* the selection, move to the next one, so we have a chance to spin down
* smoothly. */
if(fabsf(m_fPositionOffsetFromSelection) < 0.25f )
ChangeMusic(m_Moving);
/* Make sure the user always gets an SM_SongChanged when
* Moving() is 0, so the final banner, etc. always gets set. */
SCREENMAN->PostMessageToTopScreen( SM_SongChanged, 0 );
}
return true;
}
Song* MusicWheel::GetSelectedSong()
{
switch( m_CurWheelItemData[m_iSelection]->m_Type )
{
case TYPE_PORTAL:
return GetPreferredSelectionForRandomOrPortal();
}
return m_CurWheelItemData[m_iSelection]->m_pSong;
}
/* Find a random song. If possible, find one that has the preferred difficulties of
* each player. Prefer songs in the active group, if any.
*
* Note that if this is called, we *must* find a song. We will only be called if
* the active sort has at least one song, but there may be no open group. This means
* that any filters and preferences applied here must be optional. */
Song *MusicWheel::GetPreferredSelectionForRandomOrPortal()
{
// probe to find a song that has the preferred
// difficulties of each player
vector<Difficulty> vDifficultiesToRequire;
FOREACH_HumanPlayer(p)
{
if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_INVALID )
continue; // skip
// TRICKY: Don't require that edits be present if perferred
// difficulty is DIFFICULTY_EDIT. Otherwise, players could use this
// to set up a 100% chance of getting a particular locked song by
// having a single edit for a locked song.
if( GAMESTATE->m_PreferredDifficulty[p] == DIFFICULTY_EDIT )
continue; // skip
vDifficultiesToRequire.push_back( GAMESTATE->m_PreferredDifficulty[p] );
}
CString sPreferredGroup = m_sExpandedSectionName;
vector<WheelItemData> &wid = m_WheelItemDatas[GAMESTATE->m_SortOrder];
StepsType st = GAMESTATE->GetCurrentStyle()->m_StepsType;
#define NUM_PROBES 1000
for( int i=0; i<NUM_PROBES; i++ )
{
/* Maintaining difficulties is higher priority than maintaining the current
* group. */
if( i == NUM_PROBES/4 )
sPreferredGroup = "";
if( i == NUM_PROBES/2 )
vDifficultiesToRequire.clear();
int iSelection = rand() % wid.size();
if( wid[iSelection].m_Type != TYPE_SONG )
continue;
Song* pSong = wid[iSelection].m_pSong;
if( !sPreferredGroup.empty() && wid[iSelection].m_sText != sPreferredGroup )
continue;
// There's an off possibility that somebody might have only one song with only beginner steps.
if( i < 900 && pSong->IsTutorial() )
continue;
FOREACH( Difficulty, vDifficultiesToRequire, d )
if( !pSong->HasStepsTypeAndDifficulty(st,*d) )
goto try_next;
return wid[iSelection].m_pSong;
try_next:
;
}
LOG->Warn( "Couldn't find any songs" );
return wid[0].m_pSong;
}
void MusicWheel::FinishChangingSorts()
{
FinishTweening();
m_WheelState = STATE_SELECTING;
m_fTimeLeftInState = 0;
}
/*
* (c) 2001-2004 Chris Danford, Chris Gomez, Glenn Maynard
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/