Files
itgmania212121/src/TimingSegments.h
T
2011-06-01 14:47:02 -04:00

862 lines
26 KiB
C++

#ifndef TIMING_SEGMENTS_H
#define TIMING_SEGMENTS_H
#include "NoteTypes.h" // Converting rows to beats and vice~versa.
/**
* @brief The base timing segment for all of the changing glory.
*
* Do not derive from this class!! Instead, derive from TimingSegment<DerivedClass>!
*/
struct BaseTimingSegment
{
/** @brief Set up a BaseTimingSegment with default values. */
BaseTimingSegment():
startingRow(-1) {};
/**
* @brief Set up a BaseTimingSegment with specified values.
* @param s the starting row / beat. */
BaseTimingSegment(int s): startingRow(ToNoteRow(s)) {}
BaseTimingSegment(float s): startingRow(ToNoteRow(s)) {}
template <class DerivedSegment>
BaseTimingSegment(const DerivedSegment &other):
startingRow(other.GetRow()) {};
virtual ~BaseTimingSegment();
/**
* @brief Set the starting row of the BaseTimingSegment.
*
* This is virtual to allow other segments to implement validation
* as required by them.
* @param s the supplied row. */
virtual void SetRow( const int s );
/**
* @brief Set the starting beat of the BaseTimingSegment.
*
* @param s the supplied beat. */
void SetBeat( const float s );
/**
* @brief Get the starting row of the BaseTimingSegment.
* @return the starting row. */
int GetRow() const;
/**
* @brief Get the starting beat of the BaseTimingSegment.
* @return the starting beat. */
float GetBeat() const;
private:
/** @brief The row in which this segment activates. */
int startingRow;
};
/**
* @brief The general TimingSegment for all of the changing glory.
*
* Each segment is supposed to derive from this one. */
template <class DerivedSegment>
struct TimingSegment: public BaseTimingSegment
{
TimingSegment(): BaseTimingSegment(-1) {};
TimingSegment(const DerivedSegment &other): BaseTimingSegment(other) {};
template <typename StartType>
TimingSegment(StartType s): BaseTimingSegment(s) {};
/**
* @brief Compares two DrivedSegments to see if one is less than the other.
* @param other the other TimingSegments to compare to.
* @return the truth/falsehood of if the first is less than the second.
*
* This is virtual to allow other segments to implement comparison
* as required by them.
*/
virtual bool operator<( const DerivedSegment &other ) const
{
return this->GetRow() < other.GetRow();
};
/**
* @brief Compares two DrivedSegments to see if they are equal to each other.
* @param other the other FakeSegment to compare to.
* @return the equality of the two segments.
*
* This is virtual to allow other segments to implement comparison
* as required by them.
*/
bool operator==( const DerivedSegment &other ) const
{
return !this->operator<(other) &&
!other.operator<(*static_cast<const DerivedSegment *>(this));
};
/**
* @brief Compares two DrivedSegments to see if they are not equal to each other.
* @param other the other DrivedSegments to compare to.
* @return the inequality of the two segments.
*/
bool operator!=( const DerivedSegment &other ) const { return !this->operator==(other); };
/**
* @brief Compares two DrivedSegments to see if one is less than or equal to the other.
* @param other the other DrivedSegments to compare to.
* @return the truth/falsehood of if the first is less or equal to than the second.
*/
bool operator<=( const DerivedSegment &other ) const { return !this->operator>(other); };
/**
* @brief Compares two DrivedSegments to see if one is greater than the other.
* @param other the other DrivedSegments to compare to.
* @return the truth/falsehood of if the first is greater than the second.
*/
bool operator>( const DerivedSegment &other ) const
{
return other.operator<(*static_cast<const DerivedSegment *>(this));
};
/**
* @brief Compares two DrivedSegments to see if one is greater than or equal to the other.
* @param other the other DrivedSegments to compare to.
* @return the truth/falsehood of if the first is greater than or equal to the second.
*/
bool operator>=( const DerivedSegment &other ) const { return !this->operator<(other); };
};
/**
* @brief Identifies when a whole region of arrows is to be ignored.
*
* FakeSegments are similar to the Fake Tap Notes in that the contents
* inside are neither for nor against the player. They can be useful for
* mission modes, in conjunction with WarpSegments, or perhaps other
* uses not thought up at the time of this comment. Unlike the Warp
* Segments, these are not magically jumped over: instead, these are
* drawn normally.
*
* These were inspired by the Pump It Up series. */
struct FakeSegment : public TimingSegment<FakeSegment>
{
/**
* @brief Create a simple Fake Segment with default values.
*
* It is best to override the values as soon as possible.
*/
FakeSegment():
TimingSegment<FakeSegment>(-1), lengthBeats(-1) {};
/**
* @brief Create a copy of another Fake Segment.
* @param other the other fake segment
*/
FakeSegment(const FakeSegment &other):
TimingSegment<FakeSegment>(other),
lengthBeats(other.GetLength()) {};
/**
* @brief Create a Fake Segment with the specified values.
* @param s the starting row of this segment.
* @param r the number of rows this segment lasts.
*/
template <typename StartType, typename LengthType>
FakeSegment( StartType s, LengthType r ):
TimingSegment<FakeSegment>(max((StartType)0, s)),
lengthBeats(ToBeat(max((LengthType)0, r))) {};
/**
* @brief Get the length in beats of the FakeSegment.
* @return the length in beats. */
float GetLength() const;
/**
* @brief Set the length in beats of the FakeSegment.
* @param b the length in beats. */
void SetLength(const float b);
/**
* @brief Compares two FakeSegments to see if one is less than the other.
* @param other the other FakeSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const FakeSegment &other ) const;
private:
/**
* @brief The number of beats the FakeSegment is alive for.
*/
float lengthBeats;
};
/**
* @brief Identifies when a song needs to warp to a new beat.
*
* A warp segment is used to replicate the effects of Negative BPMs without
* abusing negative BPMs. Negative BPMs should be converted to warp segments.
* WarpAt=WarpToRelative is the format, where both are in beats.
* (Technically they're both rows though.) */
struct WarpSegment : public TimingSegment<WarpSegment>
{
/**
* @brief Create a simple Warp Segment with default values.
*
* It is best to override the values as soon as possible.
*/
WarpSegment():
TimingSegment<WarpSegment>(-1), lengthBeats(-1) {};
/**
* @brief Create a copy of another Warp Segment.
* @param other the other warp segment
*/
WarpSegment(const WarpSegment &other):
TimingSegment<WarpSegment>(other),
lengthBeats(other.GetLength()) {};
/**
* @brief Create a Warp Segment with the specified values.
* @param s the starting row of this segment.
* @param r the number of rows this segment lasts.
*/
template <typename StartType, typename LengthType>
WarpSegment( StartType s, LengthType r ):
TimingSegment<WarpSegment>(s),
lengthBeats(ToBeat(max((LengthType)0, r))) {};
/**
* @brief Get the length in beats of the WarpSegment.
* @return the length in beats. */
float GetLength() const;
/**
* @brief Set the length in beats of the WarpSegment.
* @param b the length in beats. */
void SetLength(const float b);
/*
* @brief Compares two WarpSegments to see if one is less than the other.
* @param other the other WarpSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const WarpSegment &other ) const;
private:
/**
* @brief The number of beats the FakeSegment is alive for.
*/
float lengthBeats;
};
/**
* @brief Identifies when a chart is to have a different tickcount value
* for hold notes.
*
* A tickcount segment is used to better replicate the checkpoint hold
* system used by various based video games. The number is used to
* represent how many ticks can be counted in one beat.
*/
struct TickcountSegment : public TimingSegment<TickcountSegment>
{
/**
* @brief Creates a simple Tickcount Segment with default values.
*
* It is best to override the values as soon as possible.
*/
TickcountSegment():
TimingSegment<TickcountSegment>(-1), ticks(4) {};
/**
* @brief Create a copy of another Tickcount Segment.
* @param other the other tickcount segment
*/
TickcountSegment(const TickcountSegment &other):
TimingSegment<TickcountSegment>(other),
ticks(other.GetTicks()) {};
/**
* @brief Creates a TickcountSegment with specified values.
* @param s the starting row / beat. */
template <typename StartType>
TickcountSegment( StartType s ):
TimingSegment<TickcountSegment>(max((StartType)0, s)), ticks(4) {};
/**
* @brief Creates a TickcountSegment with specified values.
* @param s the starting row / beat.
* @param t the amount of ticks counted per beat. */
template <typename StartType>
TickcountSegment( StartType s, int t ):
TimingSegment<TickcountSegment>(max((StartType)0, s)), ticks(max(0, t)) {};
/**
* @brief Get the number of ticks in this TickcountSegment.
* @return the tickcount. */
int GetTicks() const;
/**
* @brief Set the number of ticks in this TickcountSegment.
* @param i the tickcount. */
void SetTicks(const int i);
/**
* @brief Compares two TickcountSegments to see if one is less than the other.
* @param other the other TickcountSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const TickcountSegment &other ) const;
private:
/**
* @brief The amount of ticks counted per beat.
*/
int ticks;
};
/**
* @brief Identifies when a chart is to have a different combo multiplier value.
*
* Admitedly, this would primarily be used for mission mode style charts. However,
* it can have its place during normal gameplay.
*/
struct ComboSegment : public TimingSegment<ComboSegment>
{
/**
* @brief Creates a simple Combo Segment with default values.
*
* It is best to override the values as soon as possible.
*/
ComboSegment() :
TimingSegment<ComboSegment>(-1), combo(1) { }
ComboSegment(const ComboSegment &other) :
TimingSegment<ComboSegment>(other),
combo(other.GetCombo()) {};
/**
* @brief Creates a Combo Segment with the specified values.
* @param s the starting row / beat of this segment.
* @param t the amount the combo increases on a succesful hit.
*/
template <typename StartType>
ComboSegment( StartType s, int t ):
TimingSegment<ComboSegment>(max((StartType)0, s)),
combo(max(0,t)) {}
/**
* @brief Get the combo in this ComboSegment.
* @return the combo. */
int GetCombo() const;
/**
* @brief Set the combo in this ComboSegment.
* @param i the combo. */
void SetCombo(const int i);
/**
* @brief Compares two ComboSegments to see if one is less than the other.
* @param other the other ComboSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const ComboSegment &other ) const;
private:
/**
* @brief The amount the combo increases at this point.
*/
int combo;
};
/**
* @brief Identifies when a chart is entering a different section.
*
* This is meant for helping to identify different sections of a chart
* versus relying on measures and beats alone.
*/
struct LabelSegment : public TimingSegment<LabelSegment>
{
/**
* @brief Creates a simple Label Segment with default values.
*
* It is best to override the values as soon as possible.
*/
LabelSegment() :
TimingSegment<LabelSegment>(-1), label("") { }
LabelSegment(const LabelSegment &other) :
TimingSegment<LabelSegment>(other),
label(other.GetLabel()) {};
/**
* @brief Creates a Label Segment with the specified values.
* @param s the starting row / beat of this segment.
* @param l the label for this section.
*/
template <typename StartType>
LabelSegment( StartType s, RString l ):
TimingSegment<LabelSegment>(max((StartType)0, s)),
label(l) {}
/**
* @brief Get the label in this LabelSegment.
* @return the label. */
RString GetLabel() const;
/**
* @brief Set the label in this LabelSegment.
* @param l the label. */
void SetLabel(const RString l);
/**
* @brief Compares two LabelSegments to see if one is less than the other.
* @param other the other LabelSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const LabelSegment &other ) const;
private:
/**
* @brief The label/section name for this point.
*/
RString label;
};
/**
* @brief Identifies when a song changes its BPM.
*/
struct BPMSegment : public TimingSegment<BPMSegment>
{
/**
* @brief Creates a simple BPM Segment with default values.
*
* It is best to override the values as soon as possible.
*/
BPMSegment() :
TimingSegment<BPMSegment>(-1), bps(-1.0f) { }
BPMSegment(const BPMSegment &other) :
TimingSegment<BPMSegment>(other),
bps(other.GetBPS()) {};
operator int() const { return 1; }
operator float() const { return 2.0f; }
/**
* @brief Creates a BPM Segment with the specified starting row and beats per second.
* @param s the starting row / beat of this segment.
* @param b the beats per minute to be turned into beats per second.
*/
template <typename StartType>
BPMSegment( StartType s, float bpm ):
TimingSegment<BPMSegment>(max((StartType)0, s)), bps(0.0f) { SetBPM(bpm); }
/**
* @brief Get the label in this LabelSegment.
* @return the label. */
float GetBPM() const;
/**
* @brief Set the label in this LabelSegment.
* @param l the label. */
void SetBPM(const float bpm);
/**
* @brief Get the label in this LabelSegment.
* @return the label. */
float GetBPS() const;
/**
* @brief Set the label in this LabelSegment.
* @param l the label. */
void SetBPS(const float newBPS);
/**
* @brief Compares two LabelSegments to see if one is less than the other.
* @param other the other LabelSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const BPMSegment &other ) const;
private:
/**
* @brief The label/section name for this point.
*/
float bps;
};
/**
* @brief Identifies when a song changes its time signature.
*
* This only supports simple time signatures. The upper number
* (called the numerator here, though this isn't properly a
* fraction) is the number of beats per measure. The lower number
* (denominator here) is the note value representing one beat. */
struct TimeSignatureSegment : public TimingSegment<TimeSignatureSegment>
{
/**
* @brief Creates a simple Time Signature Segment with default values.
*/
TimeSignatureSegment():
TimingSegment<TimeSignatureSegment>(-1),
numerator(4), denominator(4) { }
TimeSignatureSegment(const TimeSignatureSegment &other) :
TimingSegment<TimeSignatureSegment>(other),
numerator(other.GetNum()),
denominator(other.GetDen()) {};
/**
* @brief Creates a Time Signature Segment with supplied values.
*
* The denominator will be 4 if this is called.
* @param s the starting row / beat of the segment.
* @param n the numerator for the segment.
*/
template <typename StartType>
TimeSignatureSegment( StartType s, int n ):
TimingSegment<TimeSignatureSegment>(max((StartType)0, s)),
numerator(max(1, n)), denominator(4) {}
/**
* @brief Creates a Time Signature Segment with supplied values.
* @param s the starting row of the segment.
* @param n the numerator for the segment.
* @param d the denonimator for the segment.
*/
template <typename StartType>
TimeSignatureSegment( StartType s, int n, int d ):
TimingSegment<TimeSignatureSegment>(max((StartType)0, s)),
numerator(max(1, n)), denominator(max(1, d)) {}
/**
* @brief Get the numerator in this TimeSignatureSegment.
* @return the numerator. */
int GetNum() const;
/**
* @brief Set the numerator in this TimeSignatureSegment.
* @param i the numerator. */
void SetNum(const int i);
/**
* @brief Get the denominator in this TimeSignatureSegment.
* @return the denominator. */
int GetDen() const;
/**
* @brief Set the denominator in this TimeSignatureSegment.
* @param i the denominator. */
void SetDen(const int i);
/**
* @brief Retrieve the number of note rows per measure within the TimeSignatureSegment.
*
* With BeatToNoteRow(1) rows per beat, then we should have BeatToNoteRow(1)*m_iNumerator
* beats per measure. But if we assume that every BeatToNoteRow(1) rows is a quarter note,
* and we want the beats to be 1/m_iDenominator notes, then we should have
* BeatToNoteRow(1)*4 is rows per whole note and thus BeatToNoteRow(1)*4/m_iDenominator is
* rows per beat. Multiplying by m_iNumerator gives rows per measure.
* @returns the number of note rows per measure.
*/
int GetNoteRowsPerMeasure() const;
/**
* @brief Compares two TimeSignatureSegments to see if one is less than the other.
* @param other the other TimeSignatureSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const TimeSignatureSegment &other ) const;
private:
/**
* @brief The numerator of the TimeSignatureSegment.
*/
int numerator;
/**
* @brief The denominator of the TimeSignatureSegment.
*/
int denominator;
};
/**
* @brief Identifies when the arrow scroll changes.
*
* SpeedSegments take a Player's scrolling BPM (Step's BPM * speed mod),
* and then multiplies it with the percentage value. No matter the player's
* speed mod, the ratio will be the same. Unlike forced attacks, these
* cannot be turned off at a set time: reset it by setting the precentage
* back to 1.
*
* These were inspired by the Pump It Up series. */
struct SpeedSegment : public TimingSegment<SpeedSegment>
{
/** @brief Sets up the SpeedSegment with default values. */
SpeedSegment():
TimingSegment<SpeedSegment>(0),
ratio(1), length(0), unit(0) {}
SpeedSegment(const SpeedSegment &other) :
TimingSegment<SpeedSegment>(other),
ratio(other.GetRatio()),
length(other.GetLength()),
unit(other.GetUnit()) {};
/**
* @brief Sets up the SpeedSegment with specified values.
* @param s The row / beat this activates.
* @param p The percentage to use. */
template <typename StartType>
SpeedSegment( StartType s, float p):
TimingSegment<SpeedSegment>(max((StartType)0, s)),
ratio(p), length(0), unit(0) {}
/**
* @brief Sets up the SpeedSegment with specified values.
* @param s The row / beat this activates.
* @param p The percentage to use.
* @param w The number of beats to wait. */
template <typename StartType>
SpeedSegment(StartType s, float p, float w):
TimingSegment<SpeedSegment>(max((StartType)0, s)),
ratio(p), length(w), unit(0) {}
/**
* @brief Sets up the SpeedSegment with specified values.
* @param s The row / beat this activates.
* @param p The percentage to use.
* @param w The number of beats/seconds to wait.
* @param k The mode used for the wait variable. */
template <typename StartType>
SpeedSegment(StartType s, float p, float w, unsigned short k):
TimingSegment<SpeedSegment>(max((StartType)0, s)),
ratio(p), length(w), unit(k) {}
/**
* @brief Get the ratio in this SpeedSegment.
* @return the ratio. */
float GetRatio() const;
/**
* @brief Set the ratio in this SpeedSegment.
* @param i the ratio. */
void SetRatio(const float i);
/**
* @brief Get the length in this SpeedSegment.
* @return the length. */
float GetLength() const;
/**
* @brief Set the length in this SpeedSegment.
* @param i the length. */
void SetLength(const float i);
/**
* @brief Get the unit in this SpeedSegment.
* @return the unit. */
unsigned short GetUnit() const;
/**
* @brief Set the unit in this SpeedSegment.
* @param i the unit. */
void SetUnit(const unsigned short i);
/**
* @brief Set the unit in this SpeedSegment.
*
* This one is offered for quicker compatibility.
* @param i the unit. */
void SetUnit(const int i);
/**
* @brief Compares two SpeedSegments to see if one is less than the other.
* @param other the other SpeedSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const SpeedSegment &other ) const;
private:
/** @brief The percentage (ratio) to use when multiplying the Player's BPM. */
float ratio;
/**
* @brief The number of beats or seconds to wait for the change to take place.
*
* A value of 0 means this is immediate. */
float length;
/**
* @brief The mode that this segment uses for the math.
*
* 0: beats
* 1: seconds
* other values are undetermined at this time, but we're prepared this way.
*/
unsigned short unit;
};
/**
* @brief Identifies when the chart scroll changes.
*
* ScrollSegments adjusts the scrolling speed of the note field.
* Unlike forced attacks, these cannot be turned off at a set time:
* reset it by setting the precentage back to 1.
*
* These were inspired by the Pump It Up series. */
struct ScrollSegment : public TimingSegment<ScrollSegment>
{
/** @brief Sets up the ScrollSegment with default values. */
ScrollSegment(): TimingSegment<ScrollSegment>(0),
ratio(1) {}
/**
* @brief Sets up the ScrollSegment with specified values.
* @param s The row / beat this activates.
* @param p The percentage to use. */
template <typename StartType>
ScrollSegment( StartType s, float p):
TimingSegment<ScrollSegment>(max((StartType)0, s)),
ratio(p) {}
ScrollSegment(const ScrollSegment &other) :
TimingSegment<ScrollSegment>(other),
ratio(other.GetRatio()) {}
/**
* @brief Get the ratio in this ScrollSegment.
* @return the ratio. */
float GetRatio() const;
/**
* @brief Set the ratio in this ScrollSegment.
* @param i the ratio. */
void SetRatio(const float i);
/**
* @brief Compares two ScrollSegment to see if one is less than the other.
* @param other the other ScrollSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const ScrollSegment &other ) const;
private:
/** @brief The ratio / percentage to use when multiplying the chart's scroll rate. */
float ratio;
};
/**
* @brief Identifies when a song has a stop or a delay.
*
* It is hopeful that stops and delays can be made into their own segments at some point.
*/
struct StopSegment : public TimingSegment<StopSegment>
{
/**
* @brief Creates a simple Stop Segment with default values.
*
* It is best to override the values as soon as possible.
*/
StopSegment() : TimingSegment<StopSegment>(-1),
pauseSeconds(-1.0f), isDelay(false) {}
StopSegment (const StopSegment &other):
TimingSegment<StopSegment>(other),
pauseSeconds(other.GetPause()),
isDelay(other.GetDelay()) {}
/**
* @brief Creates a Stop Segment with specified values.
*
* This will not create a dedicated delay segment.
* Use the third constructor for making delays.
* @param s the starting row / beat of this segment.
* @param f the length of time to pause the note scrolling.
*/
template <typename StartType>
StopSegment( StartType s, float f ):
TimingSegment<StopSegment>(max((StartType)0, s)),
pauseSeconds(f), isDelay(false) {}
/**
* @brief Creates a Stop/Delay Segment with specified values.
* @param s the starting row / beat of this segment.
* @param f the length of time to pause the note scrolling.
* @param d the flag that makes this Stop Segment a Delay Segment.
*/
template <typename StartType>
StopSegment( StartType s, float f, bool d ):
TimingSegment<StopSegment>(max((StartType)0, s)),
pauseSeconds(f), isDelay(d) {}
/**
* @brief Get the pause length in this StopSegment.
* @return the pause length. */
float GetPause() const;
/**
* @brief Set the pause length in this StopSegment.
* @param i the pause length. */
void SetPause(const float i);
/**
* @brief Get the behavior in this StopSegment.
* @return the behavior. */
bool GetDelay() const;
/**
* @brief Set the behavior in this StopSegment.
* @param i the behavior. */
void SetDelay(const bool i);
/**
* @brief Compares two StopSegments to see if one is less than the other.
*
* It should be observed that Delay Segments have to come before Stop Segments.
* Otherwise, it will act like a Stop Segment with extra time from the Delay at
* the same row.
* @param other the other StopSegment to compare to.
* @return the truth/falsehood of if the first is less than the second.
*/
bool operator<( const StopSegment &other ) const;
private:
/**
* @brief The amount of time to complete the pause at the given row.
*/
float pauseSeconds;
/**
* @brief How does this StopSegment behave?
*
* If true, the Stop Segment is treated as a Delay Segment, similar to the Pump It Up series.
* If false, this behaves similar to the DDR/ITG style games.
*
* TODO: Separate out DelaySegments in the future.
*/
bool isDelay;
};
#endif
/**
* @file
* @author Jason Felds (c) 2011
* @section LICENSE
* 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.
*/